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 Post subject: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:06 pm 
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Joined: Thu Dec 24, 2009 2:55 pm
Posts: 447
Location: Reno, NV
I would post this as part of the 1.3b thread, but I feel its too huge of a post to clog up an already clogged thread with.
This is a list of item tweaks I'm proposing for 1.3b patch. There is nothing concrete about this list of changes, nor do I hold any authority in whether these changes are implemented. They are merely suggestions to be looked at, discussed, and agreed/disagreed upon.
Also, if anyone knows how to create a hide/display list on these forums, please tell me. I hate how this post is such a huge eye-sore and using that function would make it much cleaner.

Major Points:
1) The primary focus is on exceptional & elite items.
2) Items that previously had 5% CB in 1.21z all have 1% Crushing Blow restored to them. This will cap 1handed CB% to a 16% maximum, assuming you're using a 6x Ber'd Weapon.
3) Middle ground is the biggest theme of these item tweaks. Items that have had strength, resists, absorbs, DS, etc., slashed to nothingness all have approximately half of their values restored.
EX: Worldstone Granite has a proposed +15 Strength from +0 in 1.13a and +20 from 1.21z. The main focus of these tweakings it to alleviate the huge slashes of stats from items and instead meet a middle ground where they're just moderately nerfed from 1.21z.
4) The legend is as followed:
Bold = Altered values OR brand new modifier
Italics & Underlined = Removed modifier

I've currently only done Armors, Soulmancers Set, and Gem/Runes. I'll work on Class-Specifics & Weapons next for proposals, but I figure I should post what I got so far.
Here we go:

Gloves:

Venomgrip:
+145-160% Enhanced Defense
+5% to Poison Skill Damage
Poison Resist +30%
Adds (256-256) Poison Damage Over 4 Seconds
5-10% Life Stolen per Hit
+25 Defense
+20-25% Better Chance of Getting Magic Items
+1% Chance of Crushing Blow
+3 to Venom (Assassin Only)


Lavagout:
+2 to Fire Skills
+200% Enhanced Defense
+20% Increased Attack Speed
Fire Resist +30%
Fire Absorb 8%
Half Freeze Duration
Adds 120-180 Fire Damage
+20 to Durability
-10% to Enemy Fire Resistance
8% Chance to Cast Level 12 Fire Wall when Struck
5% Chance to Cast Level 10 Enchant when Striking
100% Chance to Cast Level 40 Volcano when Dying

Hellmouth:
+1 to All Skills
+1-2 Combat Skills (Paladin Only)
+1-2 Shadow Disciplines (Assassin Only)
-10% to Enemy Magic Resistance

+200% Enhanced Defense
+10% Increased Attack Speed
+20% Faster Cast Rate
5% Chance to Cast Level 1 Corpse Explosion when Killing
+5% to Lightning Skill Damage
+5% to Fire Skill Damage
+5% to Cold Skill Damage


Dracul's Grasp:
+120% Enhanced Defense
12% Life Stolen per Hit
25% Chance of Open Wounds
6% Chance to Cast Level 6 Life Tap when Striking
+15-20 Life After Each Kill
+10-15 to Strength
+3-5 to Feral Rage (Druid Only)
+3-5 to Cobra Strike (Assassin Only)

+15-20 to Dexterity
+2-3 to Life Tap (Necromancer Only)

Champion Fist:
+200% Enhanced Defense
+30% Increased Attack Speed
+10 to Strength
+20 to Dexterity
15% Chance of Deadly Strike
Damage Reduced by 5%
+100 to Attack Rating
+3-4 to Phoenix Strike (Assassin Only)
+3-4 to Weapon Block (Assassin Only)
+3-4 to Burst of Speed (Assassin Only)

Steelrend:
+300% Enhanced Defense
+200% Enhanced Damage
9-12% Life Stolen per Hit
+20 to Strength
10% Chance of Deadly Strike
Increase Maximum Life 10%
Damage Reduced by 5%
+1% Chance of Crushing Blow


Helms:

Steelskull:
6% Mana Stolen per Hit
6% Life Stolen per Hit
+50% Faster Hit Recovery
+10% Increased Attack Speed
+200-250% Enhanced Defense
30-60% Better Chance of Finding Magic Items
30-60% Extra Gold from Monsters
+60 Defense
+10 to Strength
+10 to Dexterity
+15% Resist All

Blackhorn's Face:
+1 to All Skills
+180-220% Enhanced Defense
Resist All +20%
Lightning Absorb 5%
Fire Absorb 5%
Cold Absorb 5%

750% Thorns Damage
15% Chance of Deadly Strike
+50% Enhanced Damage

Prevent Monster Heal
25% Chance of Open Wounds
+1 to Grim Ward (OSKILL)

Vampiregaze:
+1 to All Skills
+100% Enhanced Defense
Resist All +20%
10% Mana Stolen per Hit
10% Life Stolen per Hit
+10% Faster Cast Rate
Damage Reduced by 10%
Magic Damage Reduced by 20
Adds 100-200 Cold Damage
+3-4 to Death Knight (Necromancer Only)
10% Chance to Cast Level 20 Bone Armor when Struck
Level 20 Bone Wall (15 Charges)

+3-4 Bone Armor (Necromancer Only)
+3-4 Bone Wall (Necromancer Only)
(Will produce ~1500 damage Bone Shield)

Harlequin Crest:
+2 to All Skills
+(150-200) to Life (Based on Character Level)
+(150-200) to Mana (Based on Character Level)
150% Better Chance of Getting Magic Items
+15 to Dexterity
+15 to Vitality
+15 to Energy
+15 to Strength
+25% Faster Cast Rate

Socketed (2)

Kira's Guardian:
+2 to All Skills
+100% Enhanced Defense
Resist All +40%
Cannot be Frozen
+30% Faster Hit Recovery
Socketed (4)
Increase Maximum Life 10%
Increase Maximum Mana 10%

Veil of Steel:
Resist All +30%
+400% Enhanced Defense
+20 to Strength
+20 to Vitality
+20 to Dexterity
+20 to Energy
Damage Reduced by 8%
+33% Faster Hit Recovery
+1 Iron Skin (OSKILL)
100% Bonus to Attack Rating
Socketed (2)
+6-8 to Tiger Strike (Assassin Only)

Giantskull:
+2 to Necromancer Skill Levels
+4 to Summoning Skills (Necromancer Only)
+25 to Life After Each Kill
+25 to Mana After Each Kill
Socketed (2)
Knockback
Requirements -25%
80-120% Better Chance of Getting Magic Items
+10 to Concentration (OSKILL)
Level 22 Teleport (20 Charges)
+4-6 to Skeleton Mastery (Necromancer Only)
+4-6 to Death Knight (Necromancer Only)
+4-6 to Bone Armor (Necromancer Only)


Crown of Ages:
+3 to All Skills
+450-500% Enhanced Defense
Resist All +33%
+33% Faster Hit Recovery
Indestructible
Damage Reduced by 8%
50% Extra Gold from Monsters
50% Better Chance of Getting Magic Items
Socketed (3)

Guilluame's Face:
+1 to All Skills
+120% Enhanced Defense
+30% Faster Hit Recovery
15% Deadly Strike
+10 to Strength
1% Chance of Crushing Blow



Belts:

String of Ears:
+1-2 to Shadow Disciplines (Assassin Only)
+1-2 to Passive and Magic Skills (Amazon Only)
+150-180% Enhanced Defense
Magic Damage Reduced by 6-8
Damage Reduced by 9-11%
6-8% Life Stolen per Hit
+15 Defense
+10 to Durability

Snowclash:
+3 to Cold Skills (Sorceress Only)
+3 to Ice Arrow (Amazon Only)
+3 to Freezing Arrow (Amazon Only)
+150-170% Enhanced Defense
Cold Absorb 8%
Cold Resist +50%
Adds 60-90 Cold Damage
+3 to Chilling Armor (OSKILL)
+1 to Dim Vision (OSKILL)
-10% to Enemy Cold Resistance
8% Chance to Cast Level 16 Blizzard when Struck

Thundergod's Vigor:
+3 to Lightning Strike (Amazon Only)
+3 to Lightning Fury (Amazon Only)
+3 to Lightning Skills (Sorceress Only)
Adds 1-300 Lightning Damage
Lightning Resist +50%
Lightning Absorb 8%
+200% Enhanced Defense
+20 to Vitality
-10% to Enemy Lightning Resistance
12% Chance to Cast Level 20 Chain Lightning when Struck
8% Chance to Cast Level 12 Fist of the Heavens when Striking

Arachnid Mesh:
+2 to All Skills
+120% Enhanced Defense
+25% Faster Cast Rate
Level 15 Venom (30 Charges)
-10% to Enemy Poison Resistance
Increase Maximum Mana 10%
+3-4 to Venom (Assassin Only)
Slow Enemies 10%
Poison Resist +25%
Poison Length Reduced by 25%
3% Chance of Deadly Strike

Nosferatu's Coil:
+150% Enhanced Defense
10% Mana Stolen per Hit
10% Life Stolen per Hit
+10% Increased Attack Speed
10% Chance of Deadly Strike
+10 Strength
+30 to Vitality
Resist All +10%
Cold Absorb 6-8%
Lightning Absorb 6-8%

+50 to Life After Each Kill
+50 to Mana After Each Kill
10% Chance of Open Wounds

Verdungo's Hearty Cord:
+200% Enhanced Defense
+30 to Vitality
+100-120 to Stamina
+20% Faster Hit Recovery
Damage Reduced by 10%
Replenish Life +30
+3-4 to Shadow Master (Assassin Only)
+3-4 to Shadow Warrior (Assassin Only)
+2-3 to Phoenix Strike (Assassin Only)
+2-3 to Dragon Flight (Assassin Only)
+20% Increased Attack Speed

Worldstone Granite:
+1 to All Skills
+300% Enhanced Defense
40% Faster Hit Recovery
Damage Reduced by 8%
+15 Strength

Resist All +10%
+20 to Vitality
Cannot be Frozen
Level 25 Iron Golem (30 Charges)
+1 to Golem Mastery (OSKILL)
10% Chance to Cast Level 30 Shock Wave when Struck
+100 Defense


Boots:

Goblin Toe:
+40-50% Enhanced Damage
Damage Reduced by 4
Magic Damage Reduced by 4
+20 Defense
+60% Enhanced Defense
+5 to Strength
+5 to Dexterity
+1% Chance of Crushing Blow


Silkweave:
+1 to All Skills
+150-190% Enhanced Defense
+30% Increased Run/Walk Speed
+25 to Mana After Each Kill
+25% Faster Hit Recovery

+10 to Energy


War Traveler:
+1 to Assassin Skill Levels
+20 to Dexterity
25% Extra Gold from Monsters
50% Better Chance of Getting Magic Items
+30 to Durability
+40% Increased Run/Walk Speed
+170-190% Enhanced Defense
Adds 20-40 Damage
500% Thorns Damage
50% Slower Stamina Drain
+10 Strength


Gorerider:
+200% Enhanced Defense
+30% Increased Run/Walk Speed
15% Chance of Deadly Strike
30% Chance of Open Wounds
+30% Enhanced Damage
+10 to Durability
+25 to Stamina
1% Chance to Cast Level 3 Amplify Damage when Striking
+3-4 to Amplify Damage (Necromancer Only)
+20 to Vitality
+1% Chance of Crushing Blow


Stormwalk:
+1 to Assassin Skill Levels
+150% Enhanced Defense
+30% Increased Run/Walk Speed
Regenerate Stamina 30%
+2-3 to Burst of Speed (Assassin Only)
+2-3 to Phoenix Strike (Assassin Only)
+2-3 to Fade (Assassin Only)
Cold Absorb 3-5%
Lightning Absorb 3-5%
Adds 160-240 Cold Damage
Adds 1-500 Lightning Damage
+2-3 to Increased Speed (Barbarian Only)


Forsaken Moon:
+200% Enhanced Defense
+30% Increased Run/Walk Speed
+3-4 to Werewolf (Druid Only)
+3-4 to Werebear (Druid Only)
+3-4 to Lycanthropy (Druid Only)
+3-4 to Rabies (Druid Only)
+3-4 to Fire Claws (Druid Only)
+3-4 to Frostbite (Druid Only)
+3-4 to Shock Wave (Druid Only)
+3-4 to Hunger (Druid Only)
Replenish Life +30
4-6% Mana Stolen per Hit
+15% Chance of Deadly Strike


Shadowdancer:
+300% Enhanced Defense
+30% Increased Run/Walk Speed
+50% Faster Hit Recovery
+20 to Dexterity
+20 to Vitality
Damage Reduced by 8%
+10 Strength
+15% Deadly Strike
+150 to Attack Rating

+3-4 to Leap Attack (Barbarian Only)
+3-4 to Dragon Flight (Assassin Only)
+3-4 to Dragon Tail (Assassin Only)
+3-4 to Dragon Claw (Assassin Only)

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Last edited by Abominae on Sun Jul 24, 2011 9:18 pm, edited 6 times in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:11 pm 
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Posts: 2432
quick summary:
added lots of +resists back
added lots of +strength back
added lots of %deadly strike back
added some crushing blow back

result - lets make the game easy again!

As you guys put the training wheels back on this mod for the kiddies who find it too challenging, let me remind you of a quote from Soulmancer:

In short this is Diablo II vastly enhanced with many new surprises, challenges and features! Diablo as it was meant to be!

This mod is focused towards group multiplayer in a manner of which a group of friends or players can start fresh new characters and fight through the forces of hell side by side, although there is a solo edition available.
As multiplayer is the prime focus here, Solo play in the sense of progressing onward is not recommended. Solo play is used mainly as a means of treasure hunting, catching up in experience or refining gear and skills… Those purely interested in solo play will find a huge obstacle in bosses, as they were designed mainly for multiplayer combat…
I recommend 3-6 players for the full mod.

http://www.arimyth.com/hell.htm

Ask yourself the long and hard question of whether you are really sticking with that single paragraph vision that the mod creator had in mind.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:14 pm 
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Joined: Thu Dec 24, 2009 2:55 pm
Posts: 447
Location: Reno, NV
Armors:

Rattlecage:
50% Bonus to Attack Rating
+200% Enhanced Defense
Resist All +15%
+100% Enhanced Damage
+15 to Strength
+25 to Life
Repair Durability (1 Per 5 Seconds)
1% Chance of Crushing Blow

The Spirit Shroud:
+1 to All Skills
+150% Enhanced Defense
+20% Faster Cast Rate
Cannot be Frozen
-8% to Enemy Poison Resistance
-8% to Enemy Magic Resistance
+20% Resist All

Ethereal
Indestructible
Fade Character
Regenerate Mana 20%
Reanimate Slain as: Specter (5%)
Magic Damage Reduced by 8-12
Damage Reduced by 6-9
Replenish Life +20


Ironpelt:
+3 to Defensive Auras(Paladin Only)
+120-160% Enhanced Defense
+125 to Durability
+100 to Life
Magic Damage Reduced by 20-30
Damage Reduced by 20-30
+(156-300) Defense (Based on Character Level)
+20-30% Increased Chance of Blocking
Level 15 Shout (33 Charges)
10% Chance to Cast Level 1 Shout when Struck

Spiritforge:
+2 to Summoning Skills (Druid Only)
+2 to Oak Sage (Druid Only)
+4 to Heart of Wolverine (Druid Only)
+4 to Spirit of Barbs (Druid Only)

+120-160% Enhanced Defense
Resist All +20%
+(27-50) to Life (Based on Character Level)
Adds 60-120 Magic Damage
+4 to Light Radius
+20 to Energy
Socketed (4)

Shaftstop:
+300-400% Enhanced Defense
+200 Defense
Damage Reduced by 20%
+100 to Life
+1 to Iron Skin (OSKILL)
+20% Increased Chance of Blocking
+20% Faster Hit Recovery
+250 Defense vs. Missiles

Guardian Angel:
+1 to Paladin Skill Levels
+180-250% Enhanced Defense
Resist All +20%
-10% to Enemy Magic Resistance
+(128-200) to Attack Rating Against Demons (Based on Character Level)
+20% Increased Attack Speed
+30% Faster Block Rate
+20% Increased Chance of Blocking
+100% Damage to Demons
+2-3 to Salvation (Paladin Only)
+2-3 to Redemption (Paladin Only)
+2-3 to Sanctuary (Paladin Only)
+6 to Light Radius

Black Hades:
+300% Enhanced Defense
Resist All +20%
-4 to Light Radius
Cannot be Frozen
10% Chance to Cast Level 10 Blade Shield when Struck
10% Chance to Cast Level 30 Bone Armor when Struck
10% Chance to Cast Level 30 Cyclone Armor when Struck
10% chance to Cast Level 10 Frozen Armor when Struck

Prevent Monster Heal
2-4% Mana Stolen per Hit (varies)
Reanimate Slain as: Fiend (5%)
Socketed (4)
15% Chance to Cast Level 10 Shiver Armor when Struck
+500 to Attack Rating Against Demons
+200% Damage to Demons
20% Chance of Open Wounds

(Armor was pretty much useless filler in it's current state, might as well give it some flare)

Glassglare:
+1 to All Skills
25% Faster Hit Recovery
+10% Increased Chance of Blocking
+250% Enhanced Defense
Resist All +35%
Magic Absorb 5-8% (varies)
Cold Absorb 5-8% (varies)
Lightning Absorb 5-8% (varies)
Fire Absorb 5-8% (varies)

Damage Reduced by 10%
Poison Length Reduced by 50%
Socketed (2)

Trapper's Catch:
+1 to All Skills
+300% Enhanced Defense
+50% Increased Run Speed
+30 to Dexterity
+50% Increased Attack Speed
Damage Reduced by 10%
+4-6 to Blade Sentinel (Assassin Only)
+4-6 to Blade Fury (Assassin Only)
+4-6 to Blade Shield (Assassin Only)
+4-6 to Death Sentry (Assassin Only)
+1 Strategy (OSKILL)
+350% Enhanced Damage

+3-4 to Fade (Assassin Only)
Level 20 Shadow Warrior (30 Charges)

(Strategy added to help with BF sin's AR problems, as well as some added dmg%)

Darkfear:
+1 to All Skills
+300% Enhanced Defense
Resist All +30%
Damage Reduced by 10%
-10 to Enemy Fire Resistance
Requirements -50%
+3-4 to Confuse (OSKILL)
+3-4 to Dim Vision (OSKILL)
Reanimate Slain as: Demon Imp
Hit Freezes Target +5
+3 to Immolation Arrow (Amazon Only)
Socketed (4)
20% Chance to Cast Level 20 Terror when Struck
10% Chance to Cast Level 50 FireWall when Striking

Duress:
+45% Faster Hit Recovery
+150-200% Enhanced Defense
+100% Enhanced Damage
Adds 80-160 Cold Damage
Indestructible
33% Chance of Open Wounds
Drain Stamina 20%
+20% Increased Run/Walk Speed
Resist All +20%
Cold Resist +20%

1% Chance of Crushing Blow
(5% resist all base, +15% from Um rune, +20% Cold Res from Thul rune)

Enigma:
+2 to All Skills
+200-250% Enhanced Defense
+50 Life After Each Kill
+90% Increased Run Speed
+1 to Teleport (OSKILL)
Increase Maximum Life 10%
Increase Maximum Mana 10%
20% Damage Taken Goes to Mana
Damage Reduced by 7%
+15 Strength
+30 Dexterity

(DR 7% due to Ber rune increase. 30 Str/Dex may seem like a lot now, but remember it used to be 66-75 Str/Dex)


Shields:

Warriv's Warder:
+2 to Druid Skills
+200% Enhanced Defense
Resist All +25%
+20% Increased Chance of Blocking
+40% Faster Block Rate
-5% to Enemy Fire Resistance
+3-4 to Firestorm (Druid Only)
+2-3 to Fissure (Druid Only)
+2-3 to Armageddon (Druid Only)
+2-3 to Molten Boulder (Druid Only)
Socketed (2)
Damage Reduced by 5%
+4 to Hydra (OSKILL)


Blackoak Shield:
+2 to Druid Skills
+200% Enhanced Defense
+30% Faster Block Rate
+20% Increased Chance of Blocking
+(56-75) to Dexterity (Based on Character Level)
+(148-200) to Life (Based on Character Level)
Cannot be Frozen
+2 to Tornado (Druid Only)
+3-5 to Cyclone Armor (Druid only)
10% Chance to Cast Level 6 Decrepify when Struck
Socketed (2)
Cold Absorb 5-10%

Revenge:
+250% Enhanced Defense
+30% Faster Block Rate
+30% Increased Chance of Blocking
+15 to Strength
-15% to Enemy Cold Resistance
-15% to Enemy Fire Resistance
-15% to Enemy Lightning Resistance
+7 to Vengeance (Paladin Only)
+5 to Conviction (Paladin Only)
+25% Resist All

Socketed (2)
+100% Enhanced Damage
+2-3 to Salvation (Paladin Only)
+3 to Holy Fire (OSKILL)
+3 Holy Freeze (OSKILL)
+3 to Holy Shock (OSKILL)

(Buff to Vengeance Paladin. Basically a more offensive version of Dragon Scale, and supplies them with some much needed passive pierce)

Spirit Ward:
+1 to All Skills
+300% Enhanced Defense
Cold Absorb 7-9%
Fire Absorb 7-9%
Lightning Absorb 7-9%

Resist All +40%
Poison Length Reduced by 50%
+40% Faster Block Rate
+30% Increased Chance of Blocking
5% Chance to Cast Level 5 Fade when Struck
Socketed (3)


Soulmancer's Set:

Soulmancer's Boots:
+1 to All Skills
+300% Enhanced Defense
1000% Thorns Damage
+30% Increased Run/Walk Speed
+25 to Dexterity

Soulmancer's Gloves:
+1 to All Skills
+300% Enhanced Defense
1000% Thorns Damage
+30% Increased Run/Walk Speed
+25 to Strength

Soulmancer's Belt:
+1 to All Skills
+300% Enhanced Defense
Magic Damage Reduced by 25
+100 to Mana
+25 to Energy

Soulmancer's Helm:
+1 to All Skills
+300% Enhanced Defense
Damage Reduced by 25
+100 to Life
+25 to Vitality
Socketed (2)

Partial Set Bonus:
Resist All +35% (2 Items Equipped)
+50% Enhanced Damage (2 Items Equipped)
+33% Increased Attack Speed (3 Items Equipped)
+33% Faster Cast Rate (3 Items Equipped)

Restored Soulmancer's to half of it's previous glory. Without any sort of stats, the once pretty good set was total crap for anything but a mercenary.


Gem/Runes

Sapphires (In Shield):
Chipped: Cold Resist 8% / Cold Absorb 1%
Flawed: Cold Resist 12% / Cold Absorb 2%
Normal: Cold Resist 16% / Cold Absorb 3%
Flawless: Cold Resist 20% / Cold Absorb 4%
Perfect: Cold Resist 24% / Cold Absorb 5%
Starstone: Cold Resist 28% / Cold Absorb 6%
MoonStone: Cold Resist 36% / Cold Absorb 7%
Uber: Cold Resist 44% / Cold Absorb 8%

Same values for Topaz/Rubies. Basically, smack dab in the middle between 1.21z and 1.13a.
My Emerald proposal is also the same value of resists (PLR remains the same)

Diamonds (In Shield):
Chipped: 5% Resist All
Flawed: 7% Resist All
Normal: 9% Resist All
Flawless: 11% Resist All
Perfect: 13% Resist All
Starstone: 16% Resist All
Moonstone: 19% Resist All
Uber: 22% Resist All

Again, taking the middle ground between 1.21z & 1.13a.

Skulls (In Shield):
Chipped: 1% DR
Flawed: 2% DR
Normal: 3% DR
Flawless: 4% DR
Perfect: 5% DR
Starstone: 6% DR
Moonstone: 7% DR
Uber: 8% DR

Amethyst (In Armor/Helm):
Chipped: +3 to Strength
Flawed: +5 to Strength
Normal: +7 to Strength
Flawless: +9 to Strength
Perfect: +11 to Strength
Starstone: +14 to Strength
Moonstone: +17 to Strength
Uber: +20 to Strength


Runes:
Um (In Armor/Helm): +15% Resist All
Um (In Shields): +20% Resist All
Ber (In Armor/Helm): Damage Reduced by 7%
Thul/Ort/Ral/Tal (In Armor/Helm: +20% Specific Resist
Hel (In All): -15% Requirements

Jewels:
Wirt's Jewel: 6-8 All Stats, -20 Requirements


And that's all I got thus far.
EDIT: Hm, appears I could even get to my second post before the Blue rage was upon me. Apparently you no longer stand by your "Do it yourself" motto :lol:
Maybe I should propose Oskill Masteries? Then again... I suppose that made the mod too hard. Speaking of mod difficulty Blue, how about you go and play untwinked instead of leeching through every boss? You may have a different perspective then :roll:

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Last edited by Abominae on Sun Jul 24, 2011 2:31 pm, edited 7 times in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:22 pm 

Joined: Thu Nov 25, 2010 4:55 pm
Posts: 895
All of these items are balanced similar to purrages patch suggestions. They are pretty level balanced and nothing is extremely high. Abominae only added small portions of str/dex/ds and buffed some items that needed some twinkage such as abs on ward etc.. I don't think many people are going to disagree with this list.

+1 support

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:24 pm 

Joined: Thu Nov 25, 2010 4:55 pm
Posts: 895
@Blue I guessed you missed the added 101 boss and the non KB LoS. Difficulty is being added in conjunction with buffs being made. We are simply trying to bring a little life back into the items you completely decimated. Let me repeat. COMPLETELY DECIMATED!

Btw we = the community because I'm already holding the position that most people agree with Abominaes changes.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:35 pm 
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Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
Quote:
Ask yourself the long and hard question of whether you are really sticking with that single paragraph vision that the mod creator had in mind.

1) Soulmancer made HU with all items and he was FINE with them
2) Items nerf overnerfed for melee and overbuffed for casters
3) Items are getting 40% of power they have SM did them
4)... Abominae surely want easier mod as he just posted reduced version of soulmancer items.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:37 pm 

Joined: Mon Feb 21, 2011 11:47 am
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I like these changes, nice work

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 5:38 pm 
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I'd like to take a look at Scepters as a whole class of items Astreon's is lackluster as well as most Scepter's most of this looks really good tho. I'm going to ignore Blue's comment because his proposed craft changes to Ame Weps in itself was silly.

I can quote Soulmancer to btw

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I support the work PureRage has done.


Edit: Forgot to say I like what has been done so far. :oops:

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:00 pm 

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Great work Abominae, seems alot more balanced in general :)

Keep it up!

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:04 pm 
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LockDown wrote:
I'd like to take a look at Scepters as a whole class of items Astreon's is lackluster as well as most Scepter's most of this looks really good tho. I'm going to ignore Blue's comment because his proposed craft changes to Ame Weps in itself was silly.

Edit: Forgot to say I like what has been done so far. :oops:


Thanks. I plan to start working a rough list for weapons/class-specifics basically following the same trend as armors/gems. As far as scepters go, the biggest thing I had in mind was to tweak Ironward into a beastly Vengeance scepter because as it is now Vengeance Paladins have no real end-game weapon that provides them with both strong weapon damage and a decent amount of passive pierce.
I do suppose I should have saved some posts in this thread, but I guess I'll suffice with it being broken and lists flying all about.

However, I would love to see others contribute/suggest item changes. I am by no means am trying to claim authority over items and would love to see other suggestions thrown out for discussion/consideration.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:09 pm 
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HOLY SHIT! THERE'S GOING TO BE STR ON ITEMS!??! lol

great effort abom, thanks for the work.

I read through most of the changes and am not against any of them particularly, but it does seem to be mostly buffs. Perhaps my perception is just skewed since all I know is this patch which apparently is fucked. I'd be happy to roll with these changes though and see how it goes

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:13 pm 
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slappyNuts wrote:
does seem to be mostly buffs.

BINGO!
That's because people seem to feel this mod is too hard. You have to go through all the bother of finding a party and all of that nonsense. The preference is to make it a single person owns type of mod.

There is only one reason to add +str to items and that is str bugging.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:14 pm 
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Code:
[list]
[*]Item 1
[*]Item 2
[*]etc
[/list]


  • Item 1
  • Item 2
  • etc


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:16 pm 
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slappyNuts wrote:
HOLY SHIT! THERE'S GOING TO BE STR ON ITEMS!??! lol

great effort abom, thanks for the work.

I read through most of the changes and am not against any of them particularly, but it does seem to be mostly buffs. Perhaps my perception is just skewed since all I know is this patch which apparently is fucked. I'd be happy to roll with these changes though and see how it goes


You are correct. The changes are 99% buffs when viewing from 1.13a. However, when compared to 1.21z, 99% of the changes are still nerfs.
A lot of what I've been doing is comparing items from http://blue.arimyth.com/ (1.13a) and http://critterkiller.arimyth.com/ (1.21z) and going with a middle ground between the two versions of items. (As well as a couple small tweaks to buff certain builds)

EDIT: Editted Steelrends thanks to Zikur. And on the note of Ber/Skulls, I feel if you're going to dedicate a socket to DR, it should be worth it. Bers I really have no problem with being 5% with all the other DR% buffs, but I felt 12% DR -> 5% DR on skulls was much too harsh considering for every class but Paladin, skulling a shield is giving up any hope at reliable block frames.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:23 pm 
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steelrend had 5% dr in 1.21
overall i like, seem like a lot of %dr added tho with buffs to bers/skulls

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:31 pm 
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blue_myriddn wrote:
slappyNuts wrote:
does seem to be mostly buffs.

BINGO!
That's because people seem to feel this mod is too hard. You have to go through all the bother of finding a party and all of that nonsense. The preference is to make it a single person owns type of mod.


I'm all for hard and I play HC for a reason. I love the additional challenge of naked parties and what not, it makes things interesting. Similar to the physical only party we did near the beginning of this ladder to try to prove to people that melee was fine. I think my WC barb, Bobby_Mcferrin, is the only one left alive.. now he's my BO bitch / leo runner

and you skipped part of my quote:
slappyNuts wrote:
this patch which apparently is fucked


Abominae wrote:
going with a middle ground between the two versions of items


yea, I get that and am not against it. Besides, items are server-side edits, right? So if there is some unforeseen imbalance created by the skill/character changes + item buffs then it could be an easy fix, no?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 6:38 pm 
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I'll shoot you some PM's when I look at scepters later Zach. Steel and I have been trying to figure it out for the past few days.

Edit : Probably also need to take a look at fire druid Weps because at the moment it's Geddon or bust.

Edit2 : Add in Pally shield Runeword That gives level x Convic on Equip would help out Avengers and Holy Zealers more than anything.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 7:39 pm 

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In hue of the items getting stat buffage again from Blues version, perhaps its time to consider re'upping the minimum spawn again? The game was easy at 3 with Terry's stats. Imagine 2 with middle ground? I can forsee this becoming far to easy again...


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 7:57 pm 
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JnDmX wrote:
In hue of the items getting stat buffage again from Blues version, perhaps its time to consider re'upping the minimum spawn again? The game was easy at 3 with Terry's stats. Imagine 2 with middle ground? I can forsee this becoming far to easy again...


+1 Support for raising minimum spawn rate.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 8:22 pm 

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+1 as well.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 8:33 pm 
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Round Two. Finished up 2handers & Throwing as they were easiest to spiff up. 1handers, class specifics, and jewelry will probably wait til tomorrow.
Again, I encourage people to post suggestions for items for consideration/discussion, as well as continue to correct me on the mistakes I make!
Mainly buffs again, but I don't think anyone can argue end-game 2handers need them. They got slashed pretty hard in 1.13a. The main focus is to return them to strong, but more defensive/utility orientated than their eth-rare counterparts.

Throwing Weapons:

Lacerator:
+450% Enhanced Damage
Replenish Quantity (1 Every 30 Seconds)
+40% Increased Attack Speed
Prevent Monster Heal
33% Chance of Open Wounds
33% Chance of Deadly Strike
33% Chance to Cast Level 1 Amplify Damage when Striking
+1-2 to Barbarian Skill Levels
Piercing Attack (25%)
1500% Thorns Damage
50% Bonus to Attack Rating
+1-2 to Assassin Skill Levels
Hit Causes Monster to Flee (64% Chance)


Gargoyle's Bite:
+2 to All Skills
+500% Enhanced Damage
+60% Increased Attack Speed
Adds 250-500 Magic Damage
12-18% Life Stolen per Hit
12-18% Mana Stolen per Hit
20% Chance to Cast Level 33 Plague Javelin when Attacking
20% Chance to Cast Level 33 Lightning Bolt when Attacking
Hit Freezes Target (+1)
Ignore Target's Defense
Piercing Attack (90% Chance)
Replenish Quantity (1 Every 30 Seconds)

Gimmershred:
+5-7 to Double Throw (Barbarian Only)
+450% Enhanced Damage
+80% Increased Attack Speed
50% Chance of Deadly Strike
Adds 250-500 Fire Damage
Adds 250-500 Cold Damage
Knockback
+3-4 to Throwing Mastery (OSKILL)
+3-4 to Increased Speed (OSKILL)
Piercing Attack (100% Chance)
Replenish Quantity (1 Every 30 Seconds)
Socketed (2)
Adds 1-800 Lightning Damage


Two-Handed Weapons:

The Reaper's Toll:
+5 to Necromancer Skill Levels
+350% Enhanced Damage
+50% Increased Attack Speed
20% Life Stolen per Hit
Ignore Target's Defense
25% Chance of Deadly Strike
50% Chance of Open Wounds
Prevent Monster Heal
+50 to Life After Each Kill
+12 to Bone Armor (OSKILL)
25% Chance to Cast Level 6 Decrepify when Striking
Reanimate Slain as: Doom Knight (5%)

Tomb Reaver:
+2 to All Skills
+400% Enhanced Damage
+80% Increased Attack Speed
Prevent Monster Heal
Resist All +35%
35% Chance of Deadly Strike

+666 to Attack Rating Against Undead
+100 Life After Each Kill
Ethereal
Indestructible
5% Reanimate As: Rot Walker
Socketed (2)
+5 to Light Radius

Executioner's Justice:
+2-3 to Barbarian Skill Levels
+2-3 to Druid Skill Levels
+500% Enhanced Damage
+80% Increased Attack Speed
5% Chance of Crushing Blow
Ignore Target's Defense
Damage Reduced by 5%
Resist All +35%
35% Chance of Deadly Strike
12% Chance to Cast Level 6 Decrepify when Striking

Reanimate Slain as: Moon Lord (5%)

Windhammer:
+2-3 to Barbarian Skill Levels
+2-3 to Druid Skill Levels
+500% Enhanced Damage
+80% Increased Attack Speed
30% Chance of Deadly Strike
6% Chance of Crushing Blow
Resist All +30%
Slows Enemies 20%
+30 to Strength

Reanimate Slain as: Suicide Minion (5%)
(Note: Windhammer used to rock +100 Strength in 1.21z. It was reduced to 0 strength in 1.13a. If anyone feels 100 -> 50 is not significant enough nerf, please say so. EDIT: Dropped to 30 str.)

Steelpillar:
+1-3 to All Skills
+500% Enhanced Damage
+66% Increased Attack Speed
+300 to Attack Rating
Ignore Target's Defense
+100% Enhanced Defense
5% Chance of Crushing Blow
Resist All +20%
+15 Strength

Increase Maximum Life 20-25%
Increase Maximum Mana 20-25%
Socketed (2)

Ondal's Wisdom:
+5 to All Skills
+100% Faster Cast Rate
Damage Reduced by 33
Magic Damage Reduced by 33
Regenerate Mana 100%
Resist All +40%
+50% Increased Run/Walk Speed
Increase Maximum Life 10%
Increase Maximum Mana 10%
+1 to Battle Orders (OSKILL)
Level 30 Spirit Blades (30 Charges)
Socketed (4)
+5 to Sorceress Skill Levels

The Grandfather:
+2 to All Skills
+500% Enhanced Damage
+(285-300) to Maximum Damage (Based on Character Level)
+80% Increased Attack Speed
20% Life Stolen per Hit
+15 to Strength
+15 to Dexerity

100% Bonus to Attack Rating
Increase Maximum Life 10%
3% Chance of Crushing Blow
30% Chance of Deadly Strike
Resist All +20%
+40 to Vitality
+40 to Energy
Damage Reduced by 3%


Ribcracker:
10% Chance of Crushing Blow
+250 to Attack Rating
-50 Resist All
-25 to All Stats
+100 Defense
+100% Enhanced Defense
+50% Faster Hit Recovery
+100% Increased Attack Speed
+100 to Durability
+20 to Dexterity
Adds 40-65 Damage
+350% Enhanced Damage

(Ribcracker change is a shot in the dark. I personally like it, as it would be THE high CB / low damage weapon, but if it's not liked it's no skin off my back to leave it in it's current state)

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 8:47 pm 
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I hesitate putting so much CB on Grandfathers because a Frenzy Barb would then have 6% CB without Ber's 20% DR from Frenzy and Pretty good life. Ondals is now a 6 BO Cta but no shield so lose +2 Skills on it so not a big deal. Windhammer is already pretty heavy not gonna use it to str bug anything so that argument is a null point for that.

Ribcracker is one of my favorite items and always has been but what would the damage on an Eth Upped one be with those stats?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 8:56 pm 
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LockDown wrote:
I hesitate putting so much CB on Grandfathers because a Frenzy Barb would then have 6% CB without Ber's 20% DR from Frenzy and Pretty good life. Ondals is now a 6 BO Cta but no shield so lose +2 Skills on it so not a big deal. Windhammer is already pretty heavy not gonna use it to str bug anything so that argument is a null point for that.

Ribcracker is one of my favorite items and always has been but what would the damage on an Eth Upped one be with those stats?


Technically Frenzy will still only have 3% as CB does not stack from weapon to weapon. With Ber up to 2%, we're now looking at 10% CB Gris Caddy's, so I figured Frenzy Barbs wouldn't mind 3% to compete a little. Frenzy has always been a fairly sub-par skill when compared to Whirlwind. With a decent bit of CB being restored to 2h, I figured GF wouldn't be an issue with 3%.
If people don't like it though, I have no qualms about letting it go.

Ondal's used to be THE buff stuck (+7 All / +1 BO), now it's just the equivalent of WizSpike/HHG buff switch with BO to boot. You lose BC versus CTA, but gain a viable buff switch, which was the idea behind my changes.


IIRC, Blue nerfed the crap out of base staff damage. Without any ED% at all, the base damage will be very very low. You won't be hitting anything close to real physical damage using that proposed Ribcracker.

EDIT: Ribcracker will be 8-16 base damage. If you get it eth + up you're still only looking at 42-81 base damage, which is nothing. Only reason to up it would be the next staff base is -10 speed instead of 0 base speed.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 8:58 pm 
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Ah then that's fine and Frenzy is lackluster also didn't see the res removal so that works nice. I have no problems with the Ondals change I like it. Looked at Ribcracker on site 76-137 damage with 350% ed eth and upped will still be shit damage so it's a nice change I think.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 9:01 pm 

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LockDown wrote:
I hesitate putting so much CB on Grandfathers because a Frenzy Barb would then have 6% CB without Ber's 20% DR from Frenzy and Pretty good life. Ondals is now a 6 BO Cta but no shield so lose +2 Skills on it so not a big deal. Windhammer is already pretty heavy not gonna use it to str bug anything so that argument is a null point for that.

Ribcracker is one of my favorite items and always has been but what would the damage on an Eth Upped one be with those stats?


It would be whatever the 2h elite staff weapons dmg is.. Theres no ED on it


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 9:10 pm 
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One note Abominae... You are going to have to change your Grandfather proposal. I count more than 12 mods on it. The uniqueitem.txt has a hardcoded limit of 12 mods so some of those added mods on Grandfather will have to go or some of the existing mods. I don't have anything against the proposal itself its just the proposal doesn't obey txt file limits.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 9:12 pm 
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Abominae wrote:
+1 Support for raising minimum spawn rate.


+1 again

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 9:13 pm 
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Baerk wrote:
One note Abominae... You are going to have to change your Grandfather proposal. I count more than 12 mods on it. The uniqueitem.txt has a hardcoded limit of 12 mods so some of those added mods on Grandfather will have to go or some of the existing mods. I don't have anything against the proposal itself its just the proposal doesn't obey txt file limits.



+2 to All Skills
+500% Enhanced Damage
+(285-300) to Maximum Damage (Based on Character Level)
+80% Increased Attack Speed
20% Life Stolen per Hit
+15 to Strength
+15 to Dexerity
100% Bonus to Attack Rating
Increase Maximum Life 10%
3% Chance of Crushing Blow
30% Chance of Deadly Strike
(11)

Underlined are removed mods.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 9:15 pm 

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take the cb off and str/dex from grandfather. 15 str/dex isnt huge anyway.

drop the str on windhammer to 30 from 50. 50 is pretty big with the current ed/str bonuses.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 9:18 pm 
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Baerk wrote:
One note Abominae... You are going to have to change your Grandfather proposal. I count more than 12 mods on it. The uniqueitem.txt has a hardcoded limit of 12 mods so some of those added mods on Grandfather will have to go or some of the existing mods. I don't have anything against the proposal itself its just the proposal doesn't obey txt file limits.


Thank you, I've been wondering about the modifier limit on items. I've pretty much just been making sure to remove a line if I add one, so I don't blunder over the limit.
As Lockdown pointed out though, the underlined modifiers below Grandfather are to be removed, which would bring its modifier count to 11. Unless Grandfather contains any modifiers that require two lines?

Also, do additional sockets also take a modifier line? (If so, Gimmershred is over the limit as well)

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 9:39 pm 
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Yes extra sockets will add an other property line. No one property that displays as one line though requires multiple property slots though. There is theoretical ways to go about making a couple properties take up only one property slot though as long as they share the same amount (such as the +15 str/dex you had for grandfather). This however requires some fancy item modding and modifying other files besides the uniqueitem.txt in particular.


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PostPosted: Fri Jul 22, 2011 9:55 pm 
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Baerk wrote:
One note Abominae... You are going to have to change your Grandfather proposal. I count more than 12 mods on it. The uniqueitem.txt has a hardcoded limit of 12 mods so some of those added mods on Grandfather will have to go or some of the existing mods. I don't have anything against the proposal itself its just the proposal doesn't obey txt file limits.


no, it would be fine, it has 2 stats that are equal (40 vit/energy? or was it vit/str?)
just create a new property in properties.txt called enrstr and add str and energy as the stats for that 1 property.

the limit is on properties not actual stats, each property can have more than 10 stats attatched to it.
you could also create a property called cbdr and save another line as cb and dr are both 3% on that item.

Ps. higher spawn is nice and easy, just change the values in d2mod.ini for the spawn count

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PostPosted: Fri Jul 22, 2011 9:57 pm 
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Even with combining the str and dex togethor into one property and the vitality and energy into one property I still count 13 properties for grandfather though.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 22, 2011 11:39 pm 
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higher spawn does nothing to increase the difficulty, only the number of hits it takes to drop a monster. It makes the game more tedious, not more difficult.

Reducing the number of hits it takes a monster to take YOU down on the other hand does increase the difficulty and is the direction that people should be heading towards. That is what makes the game harder and consequently encourages people to party up to overcome the challenge.

With no difficulty though, there is no incentive to party. And when parties do get together they simply roll through areas without pause.

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PostPosted: Fri Jul 22, 2011 11:42 pm 

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blue_myriddn wrote:
higher spawn does nothing to increase the difficulty, only the number of hits it takes to drop a monster. It makes the game more tedious, not more difficult.

Reducing the number of hits it takes a monster to take YOU down on the other hand does increase the difficulty and is the direction that people should be heading towards. That is what makes the game harder and consequently encourages people to party up to overcome the challenge.

With no difficulty though, there is no incentive to party. And when parties do get together they simply roll through areas without pause.


Incorrect Blue. Higher spawn means it takes longer to kill the boss which means you take more damage. On a boss like Hell Samhain higher spawn is more difficult and Baal. These bosses deal very high damage and the faster you kill the less damage you take/higher chance of survivability.

The longer it takes to kill something equates to more damage dealt to you and your party.

I know from actual experience. Doing bosses on my OP druid in SP is much easier than in higher spawn as I take more damage and require more juvs etc.

While it's true bosses that do more damage also make it difficult just thought I'd point that out.

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PostPosted: Sat Jul 23, 2011 12:39 am 
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With the nerf to re-castable tanks longer boss fights put you in even more direct danger now. I know Hell Sammy is a chore I've killed an 8 Spawn Sammy and an 8 Spawn Baal this ladder. Have you? Upping the spawn does increase difficulty because there are more opportunities for you to fuck up.

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PostPosted: Sat Jul 23, 2011 1:33 am 
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shards inventory size needs increased to 1*2

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 2:05 am 
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PureRage-DoD wrote:
shards inventory size needs increased to 1*2


So they won't look weird as sin now? :o

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 2:15 am 
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blue_myriddn wrote:
slappyNuts wrote:
does seem to be mostly buffs.

BINGO!
That's because people seem to feel this mod is too hard. You have to go through all the bother of finding a party and all of that nonsense. The preference is to make it a single person owns type of mod.

There is only one reason to add +str to items and that is str bugging.


shall we ignore your posts , for the sake of giving you a taste of your own medecine?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 2:28 am 

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As long as parties don't have to rely on healadins, 1sec spammable summons and poison damage to overcome the bosses (otherwise party fail) I'm a happy camper


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 2:38 am 
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PureRage-DoD wrote:
shards inventory size needs increased to 1*2
Won't it be over saved on items actually in inventory? Can cause only problems without a ladder reset.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 3:02 am 

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I'm really liking what I'm seeing thus far. Similar to ideas I had suggested before patch went live. These changes will bring back many of the builds we all loved when coupled with the new patch. Happy days :D One item that could be looked at is Devastator.

+5 to Amazon Skill Levels
+500% Enhanced Damage
+60% Increased Attack Speed
+40% Faster Run/Walk Ignore Target Defense
+1 to Natural Resistance (OSKILL)
+1 to Iron Skin (OSKILL)
+1 to Increased Stamina(OSKILL)
All Resistances +50%
Socketed (3)
Level 6 Fanaticism Aura when Equipped

With the buffs melee Zon's got last patch and the return of res on many items seems like a bit of overkill now. Possibly something more like:

+5 to Amazon Skill Levels
+500% Enhanced Damage
+60% Increased Attack Speed
+40% Faster Run/Walk Ignore Target Defense
+1 to Perfection (OSKILL)
+1 to Iron Skin (OSKILL)
+1 to Strategy (OSKILL)
All Resistances +30%
Socketed (3)
Level 6 Fanaticism Aura when Equipped

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 3:13 am 
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kwikster wrote:
I'm really liking what I'm seeing thus far. Similar to ideas I had suggested before patch went live. These changes will bring back many of the builds we all loved when coupled with the new patch. Happy days :D One item that could be looked at is Devastator.

+5 to Amazon Skill Levels
+500% Enhanced Damage
+60% Increased Attack Speed
+40% Faster Run/Walk Ignore Target Defense
+1 to Natural Resistance (OSKILL)
+1 to Iron Skin (OSKILL)
+1 to Increased Stamina(OSKILL)
All Resistances +50%
Socketed (3)
Level 6 Fanaticism Aura when Equipped

With the buffs melee Zon's got last patch and the return of res on many items seems like a bit of overkill now. Possibly something more like:

+5 to Amazon Skill Levels
+500% Enhanced Damage
+60% Increased Attack Speed
+40% Faster Run/Walk Ignore Target Defense
+1 to Perfection (OSKILL)
+1 to Iron Skin (OSKILL)
+1 to Strategy (OSKILL)
All Resistances +30%
Socketed (3)
Level 6 Fanaticism Aura when Equipped


Melee Zons have Life problems bad. I played one to 93 basically if you stop attacking you die. I also don't see why you'd OSKILL Zon skills on a Zon item. Adding res BACK to other items. Dev is end all be all for the build.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 3:38 am 

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Abom when you get to RW's take a look at Darkness Zod rw for claws. The frenzy oskill is broken and doesnt seem to work. Someone else may want to test to be sure. Id suggest changing to Maul or Fury if it is indeed the case


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 3:40 am 
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JnDmX wrote:
Abom when you get to RW's take a look at Darkness Zod rw for claws. The frenzy oskill is broken and doesnt seem to work. Someone else may want to test to be sure. Id suggest changing to Maul or Fury if it is indeed the case



Testing right now.

Icon shows up as regular attack but the Frenzy is working on single player. Gave the FRW and IAS from the skill. Maul and Fury also can't be cast outside of Shifted form.

Actually.. it isn't giving IAS DR or ED with the animation just the swivels.

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Last edited by LockDown on Sat Jul 23, 2011 3:49 am, edited 2 times in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 3:41 am 
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How's broken? Doesn't work completely (red skill icon) or crashes games? That may be the case of skills restriction to 2x melee wpns but not claws... or animation error.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 3:43 am 

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Steel wrote:
How's broken? Doesn't work completely (red skill icon) or crashes games? That may be the case of skills restriction to 2x melee wpns but not claws... or animation error.


As in i see no inherent bonuses from frenzy. No armor reduction no ias improvement. No ED. I do however see the attack animation, just nothing changes.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 4:27 am 

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Abominae wrote:
Also, do additional sockets also take a modifier line? (If so, Gimmershred is over the limit as well)


I'd rather have 2 sockets then a little fire damage.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 4:38 am 

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LockDown wrote:
JnDmX wrote:
Abom when you get to RW's take a look at Darkness Zod rw for claws. The frenzy oskill is broken and doesnt seem to work. Someone else may want to test to be sure. Id suggest changing to Maul or Fury if it is indeed the case



Testing right now.

Icon shows up as regular attack but the Frenzy is working on single player. Gave the FRW and IAS from the skill. Maul and Fury also can't be cast outside of Shifted form.

Actually.. it isn't giving IAS DR or ED with the animation just the swivels.


Then how do the A5 barb mercs do it?


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 4:40 am 
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JnDmX wrote:
Steel wrote:
How's broken? Doesn't work completely (red skill icon) or crashes games? That may be the case of skills restriction to 2x melee wpns but not claws... or animation error.


As in i see no inherent bonuses from frenzy. No armor reduction no ias improvement. No ED. I do however see the attack animation, just nothing changes.


The original barb frenzy would cause crashes when used by an assassin, its not actually frenzy but "AssFrenzy" skill id 400 in skills.txt.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 5:02 am 
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IAS boost works ok, it's pointless with BoS tho.
FRW works ok too.
ED isn't added cuz it's a different skill - need some %ed then?
%DR on barbs require hard points so anyway would be unfair to give assassins extra 20% dr on top of %20 dr from fade.
It's just copy/paste of Dclaw really. No real use now.
edit:
JnDmX wrote:
Then how do the A5 barb mercs do it?

Mercs/monsters can use any skill in any form actually. All restrictions are for players only.


Last edited by Steel on Sat Jul 23, 2011 5:07 am, edited 2 times in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 5:03 am 
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Steel wrote:
IAS boost works ok, it's pointless with BoS tho.
FRW works ok too.
ED isn't added cuz it's a different skill - need some %ed then?
%DR on barbs require hard points so anyway would be unfair to give assassins extra 20% dr on top of %20 dr from fade.


Probably why I couldn't tell the difference <_<

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 8:09 am 
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Steel wrote:
PureRage-DoD wrote:
shards inventory size needs increased to 1*2
Won't it be over saved on items actually in inventory? Can cause only problems without a ladder reset.


I recall doing some item size change modding in the past without resetting character inventory data. As long the items in question are arranged so that they don't overlap with something when they gain the new inventory square from being increased to their proper size nothing will be nuked in the inventory from changing the size.

The change can be done without a reset, but if the community isn't warned to properly adjust their shard arrangement then they would probably lose shards and/or other items immediately below their shards.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 9:04 am 
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nearly impossible to do with how irregular some people play. would be better off leaving it for a reset since its just 5 spaces.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 10:45 am 
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Can someone tell what's requested more? New rws etc. I can change uniques but list should be completed. It's a task no one likes so I want to do this only once (well can do small corrections). I will also fix few bugs viewtopic.php?f=9&t=2630 from that list... other than wrong graphics. I don't mess with that.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 10:52 am 
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Steel wrote:
PureRage-DoD wrote:
shards inventory size needs increased to 1*2
Won't it be over saved on items actually in inventory? Can cause only problems without a ladder reset.

Yes.
While you can avoid it via communication as Baerk suggested, I would strongly suggest that you do not do that as most people won't read/listen and then scream bloody murder when you destroy their character

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 11:51 am 

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These item changes are pointless imo, except that skull bonus in shield could use a change, currently there is no incentive to use higher than Starstone Skull.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 12:34 pm 
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I like how all these items are getting a shit ton of absorb and dr. I can put on 2 4% dwarf star rings and turn hell diablo a joke, yet most of these items have 8+ absorb and TONS of dr, and TONS of def/dr boosting oskills.

not to mention all the str dex, ect. with all the extra vit oak should be nerfed lol...

+1 for iddqd O_o.


(iddqd = god mode by the way)

like the cb/ds/ar adds tho, especially the ar

why the caster nerfs? the fire druid got his dick cut off with the armageddon nerf and now your punching him in the balls with the warrivs nerf...


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 12:37 pm 

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Snowclash:
+3 to Cold Skills (Sorceress Only)
+3 to Ice Arrow (Amazon Only)
+3 to Freezing Arrow (Amazon Only)
+150-170% Enhanced Defense
Cold Absorb 8%
Cold Resist +50%
Adds 60-90 Cold Damage
+3 to Chilling Armor (OSKILL)
+1 to Dim Vision (OSKILL)
-10% to Enemy Cold Resistance
8% Chance to Cast Level 16 Blizzard when Struck

whats the point of chilling armor? sub frozen armor to be useful


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 12:52 pm 
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One further concern with some of the unique change proposals though. Is its possible to merge multiple skills into one property slot? Each skill will have its own skill ID (meaning the different skills merged into one property will not be getting passed identical arguments). I noticed some of the proposals in the first post were potentially rather over the limit because of this.


Last edited by Baerk on Sat Jul 23, 2011 12:58 pm, edited 1 time in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 12:56 pm 
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PmP wrote:
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Man why do you pretend you are someone you're not. Everyone knows what noob you are, how you failed many chars and deleted them, and made a psn zon and a fire druid to kill bosses. Post some screenies of your failed cold din or any other melee pls. Then tell you put dwarfs and kill hell diablo with easy


Last edited by Steel on Mon Jul 25, 2011 12:06 pm, edited 1 time in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 1:51 pm 

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iddqd is that from doom?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 1:56 pm 
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Ok... found a way to merge multiple single skills into one property yet allow each individual skill to have its own individual roll (so if an item has 4 +individual skills that could range from 3-6 they are unlikely per say to all 4 roll +6 and would be more like +6/+3/+4/+5).


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 1:57 pm 

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PmP wrote:
I like how all these items are getting a shit ton of absorb and dr. I can put on 2 4% dwarf star rings and turn hell diablo a joke, yet most of these items have 8+ absorb and TONS of dr, and TONS of def/dr boosting oskills.

not to mention all the str dex, ect. with all the extra vit oak should be nerfed lol...

+1 for iddqd O_o.


(iddqd = god mode by the way)

like the cb/ds/ar adds tho, especially the ar

why the caster nerfs? the fire druid got his dick cut off with the armageddon nerf and now your punching him in the balls with the warrivs nerf...


Hell D is already a joke... Just did hell D on a shard run on my pzon last night. Did around 45 dmg with his flame wave with just MDR and PDR...
Fire Druids are not only high life for casters they also dish it? Jeez when did HU turn into Bnet.. I think you missed the post where they intend to up the bosses to directly adjust to the gear increase..


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 6:31 pm 

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blinky99 wrote:
Snowclash:
+3 to Cold Skills (Sorceress Only)
+3 to Ice Arrow (Amazon Only)
+3 to Freezing Arrow (Amazon Only)
+150-170% Enhanced Defense
Cold Absorb 8%
Cold Resist +50%
Adds 60-90 Cold Damage
+3 to Chilling Armor (OSKILL)
+1 to Dim Vision (OSKILL)
-10% to Enemy Cold Resistance
8% Chance to Cast Level 16 Blizzard when Struck

whats the point of chilling armor? sub frozen armor to be useful


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 6:37 pm 
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Well switch to 1lvl frozen armor oskill? with enough +skill prebuff entire team? I don't think it's a good idea.
Belt seems fine for 60lvl. Can remove Carmor and replace it with reduce cold length 50%


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 11:33 pm 
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blinky99 wrote:
blinky99 wrote:
Snowclash:
+3 to Cold Skills (Sorceress Only)
+3 to Ice Arrow (Amazon Only)
+3 to Freezing Arrow (Amazon Only)
+150-170% Enhanced Defense
Cold Absorb 8%
Cold Resist +50%
Adds 60-90 Cold Damage
+3 to Chilling Armor (OSKILL)
+1 to Dim Vision (OSKILL)
-10% to Enemy Cold Resistance
8% Chance to Cast Level 16 Blizzard when Struck

whats the point of chilling armor? sub frozen armor to be useful


From a Frost Nova sorceress perspective, +6 Chilling Armor is awesome, as Chilling Armor is actually a large portion of your damage. As an Oskill, yes it's very lackluster, but no one outside of Cold Sorcs and Cold Zons use this item to begin with.
For the +6 to Chilling Armor for Fnova sorcs alone, I left it there.

If it does irk you that bad, suggest someone different. In all honesty though, I'd prefer to add something and remove the CTC Blizzard procs, as Blizzard causes spell delays when using this belt for cold sorceresses.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 23, 2011 11:36 pm 

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Hows the rest of item list going along Zac? Gj btw so far.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 12:11 am 
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Lee wrote:
Hows the rest of item list going along Zac? Gj btw so far.


Erm. Got ideas for jewelry and the triplets of elemental staves (The dru/sin ones). Drrod is currently working on 1h weapons, mainly elemental based from what I've seen, which is good because melee ones are much simpler to modify and balance.

Armor (and 2h) was the easiest part, but I'd like at least someone to take a pair of second eyes through 1.21z & 1.13a armors. The melee ones were quite easy to spiff up, but most of the specialized armors (think Construct Forge, Trapper's Catch, Radament's Vale, Arkaine's Valor, The Gladiator's Bane, etc) are troubling. Mainly Construct Forge and Radament's Vale I want to find a use for.

At first I wanted to make Radament's Vale a Skeletal Mage specific armor. Give it around +7-8 to Skelemage/Skelemastery, maybe some to LR as well. The biggest problem with that though, is even with a significant Skelemage buff, you want Oskill Teleport first and foremost. In order to justify adding Oskill Teleport, I'd have to make it specific (and shitty) enough to where only Skelemancers would really abuse the armor.
Given that the only form of Oskill Teleport is on Enigma currently, and there was some hatred on Oskill Teleport with the transition to 1.13a, I was hesitant to just slap Teleport on there. Obviously, the issue with that is any Summon Necromancer specific armor is absolute trash without Oskill Teleport.


EDIT: Might as well post my proposal for Radamant's Vale to see if it's liked. If so, I'll slap it into the Armors list. If not, I'll just scrap the idea. I tried to make it crappy enough to warrant only Summon Necs using it for teleport, but either way it will probably be used as a stepping stone to Enigma if you're desperate enough.

Radament's Vale:
+200% Enhanced Defense
+2 to Summoning Skills (Necromancer Only)
+4 to Raise Skeletal Mage (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
+3 to Death Knight (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)

Replenish Life +30
+1 to Teleport (OSKILL)
Cold Resist +60%
Poison Resist +60%
+30% Faster Cast Rate
+3-4 to Spirit Blades (Necromancer Only)
+3-4 to Golem Mastery (Necromancer Only)


Basically just want to see another OSKILL Teleport item added for Summoners, as it's pretty much hell to play them without tele.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 6:38 am 
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Like the Rada change me and Steel were discussing Enigma in game.. the Dex is ok as it helps the two main classes that use it (Windy's and Hdin's) we thought 25 strength may be too much and would like to see it changed to maybe 10-15.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 11:25 am 
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Idea: Instead of focusing on Radaments Armor for a skelemagemancer, why not use one of those necro-specific shields , slap teleport OSKILL on it ( so only necros would be able to use it ) , and give it those skills Abominae proposed, so only skelemagemancers would be attracted to that item
An example would be:
Radament's Will ( Overseer Skull , necromancer only)
+200% Enhanced Defense
+2 to Summoning Skills (Necromancer Only)
+4 to Raise Skeletal Mage (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
+3 to Death Knight (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
Replenish Life +30
+1 to Teleport (OSKILL)

If you can add another extra elite item, I think thats a good idea imo. If not, w/e , just tried to help a lil bit

regards

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 12:32 pm 
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i think in a necro only shield is a good route myself as it would keep it to necro's as intended/

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 12:44 pm 

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Steel wrote:
Well switch to 1lvl frozen armor oskill? with enough +skill prebuff entire team? I don't think it's a good idea.
Belt seems fine for 60lvl. Can remove Carmor and replace it with reduce cold length 50%


Dont really need reduce Clength when you have a raven for CBF though

besides i can just pre buff my chars with my lvl 50 or so FA any way on my other sorc, just trying to make the belt more useful at the start of the game for resets if some one finds it etc

This is a nice idea--
Radament's Will ( Overseer Skull , necromancer only)
+200% Enhanced Defense
+2 to Summoning Skills (Necromancer Only)
+2-4 to golem mastery (Necromancer Only) would be more useful though
+4 to Skeleton Mastery (Necromancer Only)
+3 to Death Knight (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
Replenish Life +30
+1 to Teleport (OSKILL)


Last edited by blinky99 on Sun Jul 24, 2011 12:50 pm, edited 2 times in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 12:46 pm 
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Changed all proposed uniques/sets/gems (not that high res all on diamonds), fixed orb range bonus, set higher drop rate to aldurals icon/lowered mara, 95lvl uniq zon bow is now 80, hwawinas head 50lvl (was 64 while other parts 48-50). Can't remember what more but nothing what wasn't suggested/bugged.
Haven't touched Enigma/Duress or any crafts as Kramuti said he will edit these.
If there are new proposal pls do a complete list and I'll reupload them when I have a time this week.
edit:removed skills.txt as changed only zeal/ww to use orbs, someone else doing skills probably have more recent file.
Edit2 @blinky99. There is a construct forge armor for that. Radaments is heavily skele oriented...


Last edited by Steel on Mon Jul 25, 2011 12:07 pm, edited 1 time in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 2:37 pm 
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LockDown wrote:
Like the Rada change me and Steel were discussing Enigma in game.. the Dex is ok as it helps the two main classes that use it (Windy's and Hdin's) we thought 25 strength may be too much and would like to see it changed to maybe 10-15.


15 Str / 30 Dex work for you? Enigma was pretty much the only caster item I added Strength to, mainly because I hate to see slashes like 75 -> 0 to a stat.

tonykantos wrote:
Radament's Will ( Overseer Skull , necromancer only)
+200% Enhanced Defense
+2 to Summoning Skills (Necromancer Only)
+4 to Raise Skeletal Mage (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
+3 to Death Knight (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
Replenish Life +30
+1 to Teleport (OSKILL)

If you can add another extra elite item, I think thats a good idea imo. If not, w/e , just tried to help a lil bit

regards


This would be a great idea and a good solution to making the Teleport Necromancer specific. I wasn't sure if any brand new uniques were up to being implemented (not sure the workload vs just tweaking existing ones), but if it is this shield would be very cool to implement. Make it req lvl 85 I suppose.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 4:43 pm 
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15 works only 3-4 classes really use it as the main armor and HDins and Summoners aren't very popular at all.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 5:03 pm 
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Okay, well I finished up class-specifics and jewelry. Jewelry there wasn't really much for me to do, just restore Raven/Dwarf/Shock to a little bit of their former glory. They did used to rock 20% absorbs y'know.
Revamped two of the three elemental staves into Fclaw/Fbite weapons. I have zero ideas for Thunder Sky, and will leave it as is unless someone can come up with a cool idea for it.

Ele-Staves

Crimson Hellcast:
+2 to Druid Skill Levels
+100% Increased Attack Speed
+4 to Fireclaws (Druid Only)
+4 to Armageddon (Druid Only)
350% Enhanced Damage

-25% to Enemy Fire Resistance
+15% to Fire Skill Damage
+40% to All Resistances

Fire Absorb 10%
Level 12 Holy Fire Aura when Equipped
Socketed (2)
+6 to Fire Skills (Sorceress Only)
+50% Faster Cast Rate
Fire Resist +40-50%
+3-5 to FireStorm (Druid Only)
+3-5 to Volcano (Druid Only)
+3-5 to Fissure (Druid Only)
+3-5 to Molten Boulder (Druid Only)


Should hit 4FPA using Fireclaws in Werebear form. With 33% more IAS, you hit 3FPA.

Absolute Zero:
+2 to Druid Skill Levels
+100% Increased Attack Speed
+4 to Frost Bite (Druid Only)
+4 to Hurricane (Druid Only)
+350% Enhanced Damage
+15% to Cold Skill Damage

-25% to Enemy Cold Resistance
Cold Absorb 10%
+40% to All Resistances
Level 12 Holy Freeze Aura when Equipped

Socketed (2)
Cold Resist +40-50%
+6 to Cold Skills (Sorceress Only)
+50% Faster Cast Rate
+3-5 to Artic Blast (Druid Only)
+3-5 to Twister (Druid Only)
+3-5 to Cyclone Armor (Druid Only)


Basically Cold version of Hellcast.


Jewelry:

Dwarf Star:
80-120% Extra Gold from Monsters
Replenish Life +20-25
+30-50 to Life
Fire Absorb 8-10%
Fire Resist +20%
Adds 240-480 Fire Damage
+8-12 to Strength

Raven Frost:
Cannot be Frozen
Adds 130-360 Cold Damage
Cold Absorb 8-10%
+30-50 to Mana
+8-12 to Dexterity
Regenerate Mana 20-25%
Cold Resist 20%

Shock Absorber:

+10% Increased Run Speed
Adds 1-1200 Lightning Damage
Absorb Lightning 8-10%
+8-12 to Dexterity

40-60% Increased Chance of Getting Magic Items
+40-60 to Stamina
Regenerate Stamina 20-25%
+100-150 to Attack Rating
Resist Lightning +20%


Class-Specifics:

Shadow Killers:
+5 to Assassin Skill Levels
+500% Enhanced Defense
+80% Increased Attack Speed
Ignore Target's Defense
50% Faster Hit Recovery
+15 to Dexterity
-15-20% to Enemy Cold Resistance
-15-20% to Enemy Fire Resistance
-15-20% to Enemy Lightning Resistance
-15-20% to Enemy Poison Resistance
Reanimate Slain as: Death Mauler (5%)
Socketed (3)
+40% Increased Run/Walk Speed

Venom needs love too.

Darkness:
+3 to Assassin Skill Levels
+500% Enhanced Damage
+350% Enhanced Defense
+30% Increase Maximum Life
Level 5 Redemption Aura on Equip

+66% Increased Attack Speed
+25% Faster Hit Recovery
+25% Faster Block Rate
15% Chance of Deadly Strike (From Lo)
Adds 250-500 Cold Damage (From Lo)
Indestructible (From Zod)
2% Chance of Crushing Blow (From Ber)
+10 to Frenzy (OSKILL)
15% Chance to Cast Level 5 Amplify Damage when Striking

+10-12% Life Stolen Per Hit

Designed to be used as a defensive claw in tandom with an Eth-Rare for Dragon Claw Sins or Shadow Killers for Phoenix/Kickers. Frenzy is removed as it's redudant when Assassins have Dragon Claw (Same max FPA, but much stronger ED/AR). 25% additional FBR allows Assassins with 61%+ Weapon Block to hit the 86% FBR breakpoint.

Cerebus' Bite:
+4 to Druid Skill Levels
Resist All +35%
+350% Enhanced Defense
12-18% Life Stolen per Hit
12-18% Mana Stolen per Hit
+15 to Strength
Damage Reduced by 5%
33% Chance of Open Wounds
+33% Faster Hit Recovery
Replenish Life +20
Socketed (2)

Ravenlore used to be much more melee friendly (+30 Str/Dex), but those stats were dropped in favor of -20 Poison Pierce for an unnecessary buff to Rabies. Pretty sure people are used to it by now though, so decided to make Cerebus more melee orientated in it's stead.


Dragon Scale:
+5 to Paladin Skill Levels
+500% Enhanced Defense
Resist All +40%
Fire Absorb 10%
Lightning Absorb 10%
Cold Absorb 10%

+15 to Strength
+30% Increased Chance of Blocking
+100% Faster Block Rate
+15 to Vitality
Socketed (3)

Dragon Scale used to be an insane beast. 20% Absorb all, 50% Res All, +30 Strength, 50% Inc Block. Buffed it a bit as it was murdered, but it's nowhere near its previous strength.

Halberd's Reign:
+3 to Barbarian Skill Levels
+2-3 to War Cries (Barbarian Only)
+250-300% Enhanced Defense
+30% Faster Hit Recovery
+40% Faster Cast Rate
Damage Reduced by 5%
+30 to Life After Each Kill
+30 to Mana After Each Kill

Reanimate Slain as: Minion (5%)
Socketed (2)
+50% Enhanced Damage
8-20% Life Stolen per Hit
8-20% Mana Stolen per Hit

Demonhorn's Edge:
+5 to Barbarian Skill Levels
+400% Enhanced Defense
+20% Increased Attack Speed
+250% Damage to Demons
20% Life Stolen per Hit
Damage Reduced by 8%
+150% Enhanced Damage
+100 to Attack Rating

Reanimate Slain as: Urdar (5%)
Socketed (3)
Increase Maximum Life 10%
50% Bonus to Attack Rating


War Cry / BoBarbs get a dedicated helm. Figured +5-6 isn't an issue as you can make +7 WC or +7 BO helms now. Demonhorn's melee stats buffed up a bit. For how incredibly rare the thing was, it's mods weren't the best.

EDIT: Talkin' to Lockdown, proposed Vipermagi tweak. It needs a little love to set it apart from Heavenly Garb which is 14 levels below it.

Skin of the Vipermagi:
+1 to All Skills
+120% Enhanced Defense
Resist All +10-15%
+25% Faster Cast Rate
Replenish Life +25
+15 to Mana After Each Kill
Magic Damage Reduced by 12-18
Regenerate Mana 30%
Poison Length Reduced by 25%
Reanimate Slain as: Claw Viper (5%)
+10% Increased Run Speed
+10% Increased Attack Speed

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Last edited by Abominae on Sun Jul 24, 2011 6:45 pm, edited 1 time in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 5:21 pm 
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There's a problem with this runeword:

Darkness:
+3 to Assassin Skill Levels
+500% Enhanced Damage
+350% Enhanced Defense
+30% Increase Maximum Life
Level 5 Redemption Aura on Equip
+66% Increased Attack Speed
+10-12% Life Stolen Per Hit
+50% Faster Hit Recovery
+25% Faster Block Rate
35% Chance of Deadly Strike (15% From Lo)
Adds 250-500 Cold Damage (From Lo)
Indestructible (From Zod)
2% Chance of Crushing Blow (From Ber)

There are only 7 property slots for mods not entirely from runes for runewords (yes the limit is smaller than uniques). I count 10 properties not entirely from runes on that proposal not entirely from runes and none of them share quantity ranges either. Either tweak some values so I can merge properties or lose some mods.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 5:30 pm 
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Steel wrote:
...Haven't touched Enigma/Duress or any crafts as Kramuti said he will edit these....


If there are to be other runeword changes, make sure that they go through the proper channels. I won't change them until I see them in a bonified changelog, or baerk or pious posts in the RW proposal thread. I will have some time late this evening and maybe at some point tomorrow.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 5:45 pm 

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ya if you're gonna add oskill teleport make sure its a necro shield, so its not easy for all the other classes to access. i like that suggestion by kantos.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 5:48 pm 
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Good idea on the helm changes for Druid and Barbs I suggested it a while back
here http://forum.arimyth.com/viewtopic.php?f=11&t=4085 but it got mostly ignored.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 7:16 pm 
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Since I just PM'd these to Baerk as he requested my RW data, I should post these last two works up. I don't really have anything to add runeword wise, so this should complete anything I have to propose for runewords.

Obedience:
30% Chance to Cast Level 25 Enchant when Killing
+50% Faster Hit Recovery
+400% Enhanced Damage
-25% to Enemy Fire Resistance
+200-400 Defense
Resist All +10-20%
Requirements -15% (From Hel)
+10 to Strength (From Fal)
+15 to Dexterity (From Ko)
Adds 16 Damage (From Ko/Fal)
Adds 30-40 Cold Damage (From Thul)
+8% to Cold Skill Damage (From Thul)
-25% to Target's Defense (From Eth)

It is currently 300%, but was 425% ED in 1.21z. Nerfed it slightly, but restored it's beef mid-game status. It was a great merc weapon, as well as a boon to Zealers. It still suffers from Ko/Fal nerf, and a cut to its resist all.

Pillar of Faith:
+3 to All Skill Levels
+1 to Berserk (OSKILL)
+500% Enhanced Damage
+80% Increased Attack Speed
Damage Reduced by 10%
+250 to Attack Rating
-30% to Enemy Magic Resistance
Indestructible (From Zod)
Hit Freezes Target (From Cham)
Slows Target by 4% (From Cham)
15% Mana Stolen per Hit (From Vex)
250-500 Fire Damage (From Vex)
25% Chance to Cast Level 5 Life Tap When Striking
+50% Resist All

Scrapped Life Tap for Magic Pierce. This turns it into THE Sanctuary Zealer weapon as Heaven's Will has no ED%, while Pillar is much more melee friendly. Magic Pierce also has good synergy with the Berserk OSKILL.
Also scrapped the beefy 50% Resist All in favor of AR.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 24, 2011 7:33 pm 
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Abominae wrote:
Since I just PM'd these to Baerk as he requested my RW data, I should post these last two works up. I don't really have anything to add runeword wise, so this should complete anything I have to propose for runewords.

Obedience:
30% Chance to Cast Level 25 Enchant when Killing
+50% Faster Hit Recovery
+400% Enhanced Damage
-25% to Enemy Fire Resistance
+200-400 Defense
Resist All +10-20%
Requirements -15% (From Hel)
+10 to Strength (From Fal)
+15 to Dexterity (From Ko)
Adds 16 Damage (From Ko/Fal)
Adds 30-40 Cold Damage (From Thul)
+8% to Cold Skill Damage (From Thul)
-25% to Target's Defense (From Eth)

It is currently 300%, but was 425% ED in 1.21z. Nerfed it slightly, but restored it's beef mid-game status. It was a great merc weapon, as well as a boon to Zealers. It still suffers from Ko/Fal nerf, and a cut to its resist all.

Pillar of Faith:
+3 to All Skill Levels
+1 to Berserk (OSKILL)
+500% Enhanced Damage
+80% Increased Attack Speed
Damage Reduced by 10%
+250 to Attack Rating
-30% to Enemy Magic Resistance
Indestructible (From Zod)
Hit Freezes Target (From Cham)
Slows Target by 4% (From Cham)
15% Mana Stolen per Hit (From Vex)
250-500 Fire Damage (From Vex)
25% Chance to Cast Level 5 Life Tap When Striking
+50% Resist All

Scrapped Life Tap for Magic Pierce. This turns it into THE Sanctuary Zealer weapon as Heaven's Will has no ED%, while Pillar is much more melee friendly. Magic Pierce also has good synergy with the Berserk OSKILL.
Also scrapped the beefy 50% Resist All in favor of AR.



No objections forth coming from me on either of these. I like the Pillar idea.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 2:55 am 
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New "radament" could be a runeword as well in necs shields. Can be unique too, when you have final version pls include it as so far there were like 3-4 versions :P.


Last edited by Steel on Mon Jul 25, 2011 5:23 am, edited 1 time in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 3:56 am 

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Here's a couple that can use a bit of love. Yes I know they're mid-game but still.
Que-Hagan's Wisdom
+1 to All Skills
+100% Enhanced Defense
Resist All +15-20%
+25% Faster Cast Rate
+25 to Mana After Each Kill
Magic Damage Reduced by 25
Increase Maximum Mana 10%
+25% Faster Hit Recovery
Socketed (2)
Adds 60-120 Magic Damage
Required Level: 70

Needs a little bit to set it apart for Vipremagi which comes in 18 levels before it. Had 160% ed and 30 res in 1.21z so I left it toned down a bit.

Toothrow
Sharktooth Armor
+1 to All Skills
+5-7 to Teeth (Necromancer Only)
+100-120% Enhanced Defense
Resist All +30%
+20% Faster Cast Rate
750% Thorns Damage
+25 to Energy
100% Chance of Open Wounds
16% Chance to Cast Level 32 Teeth when Struck
16% Chance to Cast Level 32 Teeth when Attacking
-10% to Enemy Magic Resistance
Requirements -25%

Lost a lot of ed compared to 1.21z had 160-200%ed. Split the difference. As it is now, basically Charsi food.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 6:17 am 
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Toothrow is possibly the best armor for bone necs till 95lvl. Dunno if they even need def having range of multi arrows. Can set it to 100% if it's needed.

Also having an upcoming amp change in mind I'm gonna change Lacerator ctc amp from 33% 1lvl to 15% 3lvl... Forgot to add I've set on this and Gimmershred replenish rate to 1 per 4 sec.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 9:15 am 

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did you only change the replenish rate for those weapons or all throw weapons? because it would be pretty nice to have more kinds of weapons to choose between, as the ones with high replenish rate would be way better then anything else. For double throw at least...
Also, I like the amp change on Lacerator.

EDIT: all these item changes will affect existing items aswell right?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 10:16 am 
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Existing items are never effected by item changes (except for RWs when their rune order is changed) and become legacy (which means if this patch is put onto the realm without a ladder reset there's going to be a ton of legacy facets which will be quite valuable due to having higher than normal +%ele).

However for the test phase on the realm I think I have a way of providing a couple generic testing phase only cube recipes that could allow people to reroll their existing sets/uniques/runewords as well as extract legacy facets from their gear.

Such cube recipes however are not implemented at the moment (besides... I will have to check up on the exact semantics necessary for removing socketed stuff intact from a socketed item).


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 10:51 am 
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I've change only these two, can change every item too.

As for finding the item again... dunno if it's that big deal. Only 95lvl items may be difficult to get.
For the facets... Well same deal like with armg/valor mastiers. It doesn't matter tho.
Reroll formula won't be needed. With that guys could reroll their non perf items to perf items. And I doubt anyone would want to extract their better jewels for worse...


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 11:04 am 

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would be nice if the new replenish rate was on all items. then you wouldnt need like 5 different sets of weapons to switch between everytime you run out. Also I dont really have any gimmershreds yet so... yeah :P
using wraithflight atm

EDIT: would be good for lower lvl aswell

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 3:04 pm 
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Steel wrote:
New "radament" could be a runeword as well in necs shields. Can be unique too, when you have final version pls include it as so far there were like 3-4 versions :P.


Final Proposal:
Radament's Will
Overseer Skull - Requires Level 85
+200% Enhanced Defense
+20% Increased Chance to Block
+30% Faster Block Rate
+2 to Summoning Skills (Necromancer Only)
+4 to Raise Skeletal Mage (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
+3 to Death Knight (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
Replenish Life +30
+1 to Teleport (OSKILL)

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 3:36 pm 

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would it be possible to make it so that you can get eth weapons from crafting?
would be pretty sweet, maybe too good I dont know, just throwing it out there :P
and by that I mean that it would be random if you get it or not, not having it left from the weapon you crafted from...

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 3:43 pm 
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iirc you could set it 50/50%
Code:
propX    parX   minX     maxX
ethereal           0        1

I'll check maybe tomorrow when I have time.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 3:49 pm 
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With such a narrow range on that the eth would actually roll pretty often. Also there's the matter crafts only get 5 property slots (which are already taken by the current recipes if i'm not mistaken). Such a thing would be honestly be more balanced if you had to provide an eth weapon as material to get an eth craft.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 3:53 pm 
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Could do a new craft rec with just 2 mods like "ethereal" and "100-140 %ed", rest rare mods. But I'm afraid these could outshine other crafts really quick.

Eth item + zod = eth craft :twisted: :twisted:
edit: http://img9.imageshack.us/img9/3593/screenshot008zx.jpg
no idea if it added extra 50% :P. Someone do the math. I'm off.
edit2: nvm, did a 2nd craft. sabre base 5-11. craft 12-16 with +5minimum mod.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 4:07 pm 
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In any case eth is an awfully powerful thing to be throwing into the mix. We're talking potentially some crazy things such as rares getting dethroned from their top status (a godly eth death craft would easily put even a godly rare eth to shame after all due to all the edge the death craft would get from automods to help make it awfully nice in spots besides ED%).

For now we are trying to avoid game shaking changes such as this. We should honestly put off considering adding something with such heavy balance implications till after we get this rough balance patch done with.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 4:34 pm 

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yeah I know what you mean. I thought it would be something cool to try at least. Maybe could be considered later for a bigger patch or something.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 6:03 pm 

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Baerk wrote:
In any case eth is an awfully powerful thing to be throwing into the mix. We're talking potentially some crazy things such as rares getting dethroned from their top status (a godly eth death craft would easily put even a godly rare eth to shame after all due to all the edge the death craft would get from automods to help make it awfully nice in spots besides ED%).

For now we are trying to avoid game shaking changes such as this. We should honestly put off considering adding something with such heavy balance implications till after we get this rough balance patch done with.


Isnt it even more rare to get a "game shaking deadly craft" though? not only do you have to find the eth magical item. You have to be lucky enough that the mods pan out. Since you can't reroll it.

As it stands right now. Finding the eth rare is the hard part imo. Once u have it, all you have to do is put on as much % gold find u can muster and go do nm leo a couple times for max gold.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 6:36 pm 
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Not necessarily time wise (depending on the recipe requirements)... unlike a rare a craft offers damage automods (which makes it no where near as difficult to hit the 511% per roll chance). Add in the other automods once you do get that no where near as unlikely 511% ED roll and all of a sudden you got an eth craft which is probably potencially 50% stronger than even the godliest eth rare for a SS druid...

Although some people make a claim that rarity balances out OP I personally don't believe in that. OP is still OP once you actually get it. Besides if the recipe did require an eth blue by chance it would mean trade value would get attatched to those eth blues by those who have spare wealth to throw around to attempt to make an OP eth craft. Also aren't eth blues much more common than eth rares anyways (especially with a little MF)? That would give the few-several chances necessary for someone to potencially nail a 511% ED eth craft.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 6:55 pm 

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Baerk wrote:
Not necessarily time wise (depending on the recipe requirements)... unlike a rare a craft offers damage automods (which makes it no where near as difficult to hit the 511% per roll chance). Add in the other automods once you do get that no where near as unlikely 511% ED roll and all of a sudden you got an eth craft which is probably potencially 50% stronger than even the godliest eth rare for a SS druid...

Although some people make a claim that rarity balances out OP I personally don't believe in that. OP is still OP once you actually get it. Besides if the recipe did require an eth blue by chance it would mean trade value would get attatched to those eth blues by those who have spare wealth to throw around to attempt to make an OP eth craft. Also aren't eth blues much more common than eth rares anyways (especially with a little MF)? That would give the few-several chances necessary for someone to potencially nail a 511% ED eth craft.


Your reasoning is quite sound. All im trying to imply is that Eth rare 511 is still better than the best deadly craft you can get. Thereby nullifying that craft for the wealthy. Which really isn't that hard once u have hit frozen. And although crafting is getting reworked, several crafts are better than uniques and rares. Such as rings for example (general use of course). And gloves as I just crafted a very godly +3 javs 20ias gloves.

To sum it up, is the reasoning that crafts are to be better than rares? Or to be equal, or worse? Because at it stands now the only rare better than a craft is an eth weapon.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 7:13 pm 
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One final thing to consider though is design balance though... Do we want to risk degrading rares to pieces of junk to be totally ignored for gearing wise? It was a result of the item system in Aftermath. Between tempers adding mods onto an existing rare and crafts having rare affixes combined with powerful automods no one actually ever seriously used rares as gear degrading them to mere crafting materials for tempers.

Players always aspire for the strongest possible gear... Let's say per say we actually give crafts the possibility of eth. What reason will the players actually have to seriously use rares outside of jewels anymore for end game? The position of rares is already almost precarious due to crafts combining automods stronger than most rare affixes with the power to have a chance to use the most powerful rare affixes. To be accurate its only because the rares get eth and crafts don't rares even have a shot at glory for the weapon.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 7:23 pm 

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Baerk wrote:
One final thing to consider though is design balance though... Do we want to risk degrading rares to pieces of junk to be totally ignored for gearing wise? It was a result of the item system in Aftermath. Between tempers adding mods onto an existing rare and crafts having rare affixes combined with powerful automods no one actually ever seriously used rares as gear degrading them to mere crafting materials for tempers.

Players always aspire for the strongest possible gear... Let's say per say we actually give crafts the possibility of eth. What reason will the players actually have to seriously use rares outside of jewels anymore for end game? The position of rares is already almost precarious due to crafts combining automods stronger than most rare affixes with the power to have a chance to use the most powerful rare affixes. To be accurate its only because the rares get eth and crafts don't rares even have a shot at glory for the weapon.


I agree with this. And i believe we are on the same page as the current dilemma with rares. As it stands now 2 types of rares are ever used over automod crafting. And thats jewels and eth weapons.
What i am trying to convey is that if crafting is supposed to be better than rares,it should in all fields. And if its to be equal or worse etc.\

As of right now i only grab rare armors to sell. Never to use, unless I am playing a fnova sorc then i may search for a godly eth rare armor for high defense.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Jul 25, 2011 7:47 pm 
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While there is a theoretical way to even out rares crafts without getting into eth... It would require an absolutely massive affix overhaul as well as probably crushing the current spirit of crafts.

The reason crafts dominate over non eth rares is due to the very high strength of their automods. Crafts can get up to 4 affixes while rares can get up to 6. Thing is though the automods can be roughly equal in power or maybe even better than the #2-#6 most important affixes that could theoretically roll on a rare. In order for there to be a balance between rares and crafts craft automods would have to be relatively nerfed. Craft automods would have to be more equal to the power of #4-#6 best possible affixes of rares.

Part of the reason I said there would have to be a massive affix overhaul for rares is due to the current disparity with rare affixes. Only 2 out of the 6 possible affixes even matter when it comes to making a 511% ED weapon. Only 2-3 maybe 4 affixes are even really any good for a given build (which plays right into the hands of giving crafts the advantage because there are too few worthwhile affixes). Even if a rare right now does happen to roll 6 affixes most important affixes #5 and #6 are such junk a player tends to ignore them entirely.


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PostPosted: Mon Jul 25, 2011 8:16 pm 
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There are some lvl 20 rare items with triple res and fhr (and str/dex!) that I've used all the way up until I have the gems to craft something better in hell. Rares are still really nice items through normal and nightmare, and finally are outclassed by the lvl 90+ uniques and crafts. Seems to be a a good amount of work just to buff rares, which are king for me in norm/nightmare, and then crafts are king in hell. It seems to work fine for me ^^. Although I do agree that when running Hell Tundra I die a little bit when I see rares drop because they could be a unique :P. Maybe just turn off rare drops in hell :lol:

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PostPosted: Mon Jul 25, 2011 8:18 pm 

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slappyNuts wrote:
There are some lvl 20 rare items with triple res and fhr (and str/dex!) that I've used all the way up until I have the gems to craft something better in hell. Rares are still really nice items through normal and nightmare, and finally are outclassed by the lvl 90+ uniques and crafts. Seems to be a a good amount of work just to buff rares, which are king for me in norm/nightmare, and then crafts are king in hell. It seems to work fine for me ^^. Although I do agree that when running Hell Tundra I die a little bit when I see rares drop because they could be a unique :P. Maybe just turn off rare drops in hell :lol:


I will say this. i have found rares that rival even the best crafts of Terry's version. However with +skills on armor and boots the crafts on Blues version far exceed rares.


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PostPosted: Mon Jul 25, 2011 11:47 pm 
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in eth rare vs eth crafts matter:
If you add a new formula that spawn a craft item only with an "ethernal" mod then there will be no chance to outshine rares, only match them. You could as most get "eth" and 511% on like 200 rolls.
If you set eth to existing crafts then yeah, OP as they give already nice bonuses like +200%ed always on item. It all depends what formula you would use... and how many zods you have.

always eth +100%ed could be nice on all throwning/bow/xbow crafts but I'm afraid ppl would whine that other wpn sux even tho eth brc now is > everything.

BTW. Nothing can beat new eth tomb reaver too.


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PostPosted: Mon Jul 25, 2011 11:48 pm 
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Zealers are Barbs now benefit from Eth Rares the most?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Tue Jul 26, 2011 11:39 am 

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Radament's Will ( Overseer Skull , necromancer only)
+200% Enhanced Defense
+2 to Summoning Skills (Necromancer Only)
+4 to Raise Skeletal Mage (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
+3 to Death Knight (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
Replenish Life +30

Do necros really use skelli magis, are they getting some huge buff?
golem mastery would be more useful
or maybe +1 0skill summon resist?, dont remember if mastery does that


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PostPosted: Tue Jul 26, 2011 12:08 pm 
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Actually I recalled hearing something about summon resist was broken in CLOD. Trevor had to give summons properly scaling resists by giving them a 0 radius salvation since the summon resist as we knew it failed to do its job properly.

I could check into magi skeleton missile damage though and see what's going on tier wise. And if it turns out they do get much weaker than melee skeletons then I'll just simply buff them to the point they are at least a tad stronger than melee skeletons (to make them at least of use).


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Tue Jul 26, 2011 12:18 pm 
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I used them, no idea if anyone else, it's up to anyone :P
How golem mastery would be useful on skele oriented shield?
There's no oskill summon resist, skill doesn't exist anymore as it was broken, was changed to blades. Giving more res to summons could make them the best tanks in game, better to directly change their res by 15-20 all res.

New items need new tbl string texts added anyway. Since one will be added, others can be as well, if you feel there should be a new necro shield just do a list of mods you think it should have.

@Baerk - PR already buffed skele magies dmg and their hp... it's on list of his proposal :P


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PostPosted: Tue Jul 26, 2011 12:54 pm 
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Doesn't hurt to double check though... Seems Kevin didn't consider the hitshift that was on the poison skele mage missile. Also for some reason he left the lightning element a bit weak compared to ice and fire. I brought lightning element a bit closer to the two stronger elements of fire and cold. Kevin had left the poison set at to do 40% of the damage the other missiles would do in one hit in one second. Since that's obviously nerfed compared to the other 3 elements I adjusted the hitshift so that it would do in one second roughly 80% of the other missiles.

Kevin did have the fire/cold missiles buffed to the point that they were somewhat stronger than end game melee skeletons though.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Tue Jul 26, 2011 1:19 pm 
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I'd actually like to see High end Helm runewords as an option otherwise White Pelts/Primals are useless.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Tue Jul 26, 2011 4:33 pm 
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Ok, I'll be back like on friday and add all accepted uniqs then. Keep OT out of this topic if you can.
@Baerk Removed these holy auras (btw. one of new state missed B)? IMO you should.bye.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Tue Jul 26, 2011 6:21 pm 

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i was asked to add 2 sockets to viscerunt sorc shield. i think its not unreasonable to do that.


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PostPosted: Tue Jul 26, 2011 7:44 pm 

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does radaments will have any sockets?


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Tue Jul 26, 2011 11:37 pm 
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Steel wrote:
Ok, I'll be back like on friday and add all accepted uniqs then. Keep OT out of this topic if you can.
@Baerk Removed these holy auras (btw. one of new state missed B)? IMO you should.bye.


if you are referring to the shields, i kept as many fire/shock/freeze as original/clone skill pairs.

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PostPosted: Wed Jul 27, 2011 8:08 am 
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the accidental missing letter in the state.txt has been fixed. I'm going to stand by this clone change however for other reasons besides merc aura stacking I will not be saying in public.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Jul 29, 2011 1:20 pm 

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so what do we need still? 1 hander changes? are they in the works or shall we move on without em?


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PostPosted: Fri Jul 29, 2011 1:23 pm 
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Pious wrote:
so what do we need still? 1 hander changes? are they in the works or shall we move on without em?


Just one hander's the only ones I feel need to be reworked completely as a group are Scepters because frankly they all blow.

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PostPosted: Fri Jul 29, 2011 1:33 pm 

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blinky99 wrote:
does radaments will have any sockets?


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PostPosted: Fri Jul 29, 2011 1:42 pm 
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it's still a mystery..


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PostPosted: Sat Jul 30, 2011 9:17 am 
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The problem with the scepters is that they all try to be Zealer, Vengence, HDin, Healer, and Smiter weapons all at the same time so the obvious solution is to divide them up into appropriate weapons for each build. The other problem is that they don't do any of it well. It's probably also pertinant to bump up the level requirement on these scepters to 85ish so access to end game weapons isn't A1 Hell.

Ironward
Caduceus
Level 15 Prayer Aura when Equipped
+5 to Paladin Skill Levels
Damage Reduced by 50
+500% Enhanced Damage
3% Crushing Blow
Socketed (2)
+150-200 Life
+66% Increased Attack Speed
Adds 60-120 Damage
+100-150 Enhanced Defense
+50% Faster Cast Rate
200% Bonus to Attack Rating
+500% Enhanced Damage-10-20% to Enemy Magic Resistance
-10-20% to Enemy Fire Resistance
-10-20% to Enemy Cold Resistance
-10-20% to Enemy Lightning Resistance


Making this the Smiters wep if forgoing Griz Caddy seems to be a smart idea. I'm not 100% sure tho. Maxes it out at 7% if filled with Ber's with the addition of 3% CB. Also didn't want to rule it out as an end game Zealer weapon.


Redeemer
Seraph Rod
+2 to Paladin Skill Levels
+30% Faster Cast Rate
+33% Faster Hit Recovery
+6-8 to Light Radius
+2-4 to Prayer (Paladin Only)
+7 to Conversion (Paladin Only)
+7 to Redemption (Paladin Only)
+3-5 to Holy Bolt (Paladin Only)
+200 Life
Socketed (2)
+500% Enhanced Damage
+200% Damage to Demons
-66% to Target's Defense
Adds 40-80 Damage

The Redeemer just screams to me Healer weapon so with that in mind a +6 to Prayer without using a Zod runeword in a +3 Prayer Scepter it's the next best thing. I didn't want to slap on another source of meditation because people can either roll an insight or this. Combine this with the shield runeword and you have a decent prayer and medi running at the same time. It also obviously saves healers a few skill points with Redemption and Conversion.

Heaven's Light
Mighty Scepter
+3 to Paladin Skill Levels
+45% Faster Cast Rate
-4-8% Enemy Magic Resistance
+6 to Light Radius
+30-60 Life After Each Demon Kill
+30-60 Mana After Each Demon Kill

+100-200 Mana
+100-200 Life

33% Faster Hit Recovery
+2-3 to Fist of the Heavens (Paladin Only)
+2-3 to Holy Bolt (Paladin Only)
+2-3 to Blessed Hammer (Paladin Only)
Socketed (2)
-50% to Target's Defense
+30% Increased Attack Speed
+400% Enhanced Damage
Increase level Requirement to 85

This would become a suitable weapon until a +8 Heavens could be made for the Hammerdin this can just get more pierce.

Now the obvious question is what about Zealers and Smiters... and the answer is we have to look at axes and swords to take care of them :(

Death Cleaver
Berserker Axe
+1 to All Skills
+400-450% Enhanced Damage
+75% Increased Attack Speed
Ignore Target's Defense
12-18% Life Stolen per Hit
66% Chance of Open Wounds
+666 to Attack Rating
+3% Crushing Blow
Socketed (2)



ED on this thing was cranked through the roof to make up for the removal of 5% Crushing Blow from what I can see. Overall this is still a solid Zealer weapon all across the board a source of crushing blow should help them out a bit more.


Cranebeak I'll be honest I have no clue what to do with. Runemaster seems to be the Rabies weapon of choice and is unchanged from the previous patch so it's fine.

Elemental Weaver
Conquest Sword
+1 to All Skills
+450% Enhanced Damage
+50% Increased Attack Speed
Adds 250-500 Fire Damage
Adds 250-500 Cold Damage
Adds 1-800 Lightning Damage
-20% to Enemy Lightning Resistance
-20% to Enemy Cold Resistance
-20% to Enemy Fire Resistance
+6-8 to Vengeance (Paladin Only)
+3-4 to Conviction (Paladin Only)
Socketed (3)
+6-7 to Phoenix Strike (Assassin Only)

Make this the Vengeance weapon take off Phoenix Strike as I don't think any sin would use this over the very nice claws they have access to. 3 sockets for an Uber of each type to further help out with the skill this seems it was almost perfect for the lackluster build anyways.


Yes most of these changes were around Paladin builds but no one else really rocks 1 handers :|

Edit: Gonna look at some of the lower level ones now just wanted to post this before it got too long.

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PostPosted: Sat Jul 30, 2011 9:20 am 
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I'll drop -req for all caster scepters btw.
Elemental Weaver - it is 174 str req... should it get -25% or leave it be? I'll cut down +1all if -req is ok.


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PostPosted: Sat Jul 30, 2011 9:25 am 
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Steel wrote:
I'll drop -req for all caster scepters btw.
Elemental Weaver - it is 174 str req... should it get -25% or leave it be? I'll cut down +1all if -req is ok.



The req would be nice 25% drop the skill sounds good

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PostPosted: Sat Jul 30, 2011 9:59 am 
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Cranebeak
War Spike
+2-3 to Elemental (Druid Only)
+3-4 to Volcano (Druid Only)
+3-4 to Fissure (Druid Only)
+3-4 to Molten Boulder (Druid Only)
+2-3 to Armageddon (Druid Only)
+2-3 to Fire Storm (Druid Only)

-5-10% to Enemy Fire Resist
-10% to Enemy Poison Resists
-50 to Target's Defense per Hit
15% Chance to Cast Level 30 War Cry when Struck
15% Chance to Cast Level 30 Shock Wave when Attacking
+400% Enhanced Damage
50% Better Chance of Getting Magic Items
+60% Increased Attack Speed
Socketed (2)

Completely over hauling this as a fire druid weapon to use. With the existance of Warrivs couldn't make it too strong or it would be another bad situation. With the capability of being able to cast from Bear I also kept that it mind with survivability mods. I made the skills uncastable from Bear higher because well you have to be un-shifted so you lose a lot of survivability for that damage.

Frostwind
Cryptic Sword
+2 to All Skills
+450% Enhanced Damage
+70% Increased Attack Speed
Hit Freezes Target (+9)
Cannot be Frozen
+300 to Attack Rating
Slow Enemies 20%
-20% to Enemy Cold Resistance
+6-9 to Arctic Blast (Druid Only)
+4-7 to Holy Freeze (Paladin Only)
-20 requirements
25% Chance to Cast Level 40 Glacial Spike when Attacking
Reanimate Slain as: Frozen Horror (5%)
Adds 250-500 Cold Damage
Cold Absorb 4%


Frostwind I actually like as is for Holy Freeze and Artic Blast druids only a few things on it. Add flat AR to help out Zealers and some -requirement for the 184 Strength is requires to use this puts it at 148 which is 8 above Lore and equal to DScale.


Lightsabre
Mythical Sword
+2 to All Skills
+400% Enhanced Damage
+70% Increased Attack Speed
25% Mana Stolen per Hit
15% Life Stolen per Hit
Adds 1-500 Lightning Damage
-20% to Enemy Lightining Resistance
+4-7 to Holy Shock (Paladin Only)
+1 to Telekinesis (OSKILL)
+300 to Attack Rating
-10% Requirements
Ignore Target's Defense
Lightning Absorb 4%
5% Chance to Cast Level 40 Chain Lightning when Attacking
Adds 20-40 Damage
Adds 200-300 Magic Damage



Optimized this for Holy Shock Zealers as they had NO weapon. As dumb as it sounds I really love the gimmick of +1 Telekinesis for an item called Lightsabre.


+3 to Fire Skills
+400% Enhanced Damage
+70% Increased Attack Speed
Adds 200-300 Fire Damage
+20 to Life After Each Kill
+20 to Mana After Each Kill
+3-4 to Armageddon (Druid Only)
+3-6 to Holy Fire (Paladin Only)
-20 to Enemy Fire Resistance
Socketed (2)
6% Chance to Cast Level 50 Hydra when Striking
6% Chance to Cast Level 50 Hydra when Struck

+20% to Fire Skill Damage
Socketed (2)
Bump up to level 75-80

Make this the Holy Fire Weapon of choice while keeping it suitable to use on Fire Druids. Took out the sockets because of the added pierce and to keep things square.

All 3 Holy Zealers (Excluding Sanc) have an end game weapon now without having to rely on Zod runewords. Also Arctic Blast Druids have a fall back on for no Valor.

Assassinator
Falcata
+2 to All Skills
+300% Enhanced Damage
+3 to Zeal (OSkill)
+3 to Fanaticism (OSkill)

+250 to Attack Rating
+80% Increased Attack Speed
25% Chance of Deadly Strike
50% Chance of Open Wounds
Prevent Monster Heal
+15% Increased Run/Walk Speed
Socketed (2)
+3 to Combat Skills (Barbarian Only)
+3 to Assasssin Skill Levels
Bump this to level 70
Not sure what the hell this is suppose to be in all honesty. Zeal sin maybe? If so for funsies! Everywhere needs gimmick builds!

Looking at maces now not seeing many problems besides the fact that no one uses one handed maces.

Stone Crusher
Reinforced Mace
+400% Enhanced Damage
+30% Increased Attack Speed
Adds 25-50 Damage
+10-15 to Strength
+10-15 to Dexterity
+2% Crushing Blow
-25% to Target's Defense
-100 to Target's Defense per Hit
25% Bonus to Attack Rating
+30-40 to Durability
+2-3 to Stone Skin (Barbarian Only)
+2-3 to Increased Stamina (Barbarian Only)
+2-3 to Mace Mastery (Barbarian Only)
+1 to Barbarian Skill Levels

Added some crushing blow put some Dex back onto it.

Horizon's Scourge is a windy Druid weapon. /end of discussion.

Baranar's Star
Devil Star
+3-4 to Combat Skills (Paladin Only)
+2-3 to Offensive Auras (Paladin Only)
+400% Enhanced Damage
+50% Increased Attack Speed
Adds 1-1000 Lightning Damage
Adds 250-500 Fire Damage
Adds 250-500 Cold Damage
9% Life Stolen per Hit
9% Mana Stolen per Hit
+300 to Attack Rating
2% Crushing Blow
+10 to Dexterity
100% Bonus to Attack Rating
+100 to Durability


Gives Zealers another option for a decent weapon.

+5 to Necromancer Skill Levels
+1-3 to Golem Mastery (Necromancer Only)
+1-3 to Skeleton Mastery (Necromancer Only)
+1-3 to Bone Prison (Necromancer Only)
+1-3 to Spirit Blade (Necromancer Only)
+1-3 to Bone Wall (Necromancer Only)
1% Chance to Cast Level 10 Teleport when Struck
+50% Faster Cast Rate
+(100-150)% Better Chance of Getting Magic Items (Based on Character Level)
Resist All +25%
Ethereal

Obvious change. Anyway to make it only cast Sorc teleport and not monster teleport? That seems to be the bigger problem in my opinion.

I really don't know what to do with Daggers... the only thing I would use them for would be Fury Druid weapons but everyone goes 2 handed on those. Another option is of course Necros and Casters but Wiz Spike and Soul Drinker pretty much cover that (also Storm Spike is a really enjoyable leveling weapon on a hammerdin)

Fleshripper
Fanged Knife
+2 to All Skills
+400% Enhanced Damage
+80% Increased Attack Speed
10% Life Stolen per Hit
20% Mana Stolen per Hit
Ignore Target's Defense
Prevent Monster Heal
50% Chance of Open Wounds
50% Chance of Deadly Strike
Indestructible
Ethereal
+1 to Zeal (OSKILL)
-20 to Enemy Fire Resist
-20% to Enemy Poison Resistance

Make this an end game option for Zeal Enchantresses?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 10:13 am 
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Quote:
+3 to Fire Skills
+400% Enhanced Damage
+70% Increased Attack Speed
Adds 200-300 Fire Damage
+20 to Life After Each Kill
+20 to Mana After Each Kill
+3-4 to Armageddon (Druid Only)
+3-6 to Holy Fire (Paladin Only)
-20 to Enemy Fire Resistance
Socketed (2)
6% Chance to Cast Level 50 Hydra when Striking
6% Chance to Cast Level 50 Hydra when Struck
+20% to Fire Skill Damage
Socketed (2)

Bump up to level 75-80

Make this the Holy Fire Weapon of choice while keeping it suitable to use on Fire Druids. Took out the sockets because of the added pierce and to keep things square.


Why is sockets listed twice then if you are removing them? Also that fleshripper has 13 properties on it (things start to get complicated when trying to code a unique with more than 12 properties due to the 12 property hard coded limit for the txt file).


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PostPosted: Sat Jul 30, 2011 10:15 am 
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Quote:
6% Chance to Cast Level 50 Hydra when Striking
6% Chance to Cast Level 50 Hydra when Struck

make a new hit-get-hitskill property with that does both on strike and when struck.

also, merge mana per kill and life per kill to a single property too.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 10:17 am 
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Underlined properties are being removed purerage. Only one of the proposed uniques actually go over the limit of 12. Besides just what sort of function and arguments would be used in the properties.txt anyways to merge 3 argument properties?


Last edited by Baerk on Sat Jul 30, 2011 10:19 am, edited 1 time in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 10:19 am 
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azurewrath might make a good sanc zealer weapon

+3 to All Skills
+450-500% Enhanced Damage
+200% Damage to Demons
+80% Increased Attack Speed
-10% -15% to Enemy Magic Resistance
Indestructible
Adds 250-500 Magic Damage
Ignore Target's Defense
15-20% Mana Stolen per Hit
15-20% Life Stolen per Hit
3 sockets
+3-6 Sanctuary oskill
+1 to Berserk (OSKILL)
Level 12 Sanctuary Aura when Equipped

no one but a barb would really use berserk and the aura on equip would be useless for a sanc zealer

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 10:19 am 
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Baerk wrote:
Quote:
+3 to Fire Skills
+400% Enhanced Damage
+70% Increased Attack Speed
Adds 200-300 Fire Damage
+20 to Life After Each Kill
+20 to Mana After Each Kill
+3-4 to Armageddon (Druid Only)
+3-6 to Holy Fire (Paladin Only)
-20 to Enemy Fire Resistance
Socketed (2)
6% Chance to Cast Level 50 Hydra when Striking
6% Chance to Cast Level 50 Hydra when Struck
+20% to Fire Skill Damage
Socketed (2)

Bump up to level 75-80

Make this the Holy Fire Weapon of choice while keeping it suitable to use on Fire Druids. Took out the sockets because of the added pierce and to keep things square.


Why is sockets listed twice then if you are removing them? Also that fleshripper has 13 properties on it (things start to get complicated when trying to code a unique with more than 12 properties due to the 12 property hard coded limit for the txt file).



Ahh forgot to delete it out after I copied it from list. Good catch :oops:

Fleshripper
Fanged Knife
+2 to All Skills
+400% Enhanced Damage
+80% Increased Attack Speed
10% Life Stolen per Hit
20% Mana Stolen per Hit
Ignore Target's Defense
50% Chance of Open Wounds
50% Chance of Deadly Strike
Indestructible
Ethereal
+1 to Zeal (OSKILL)
-20 to Enemy Fire Resist
-20% to Enemy Poison Resistance
Prevent Monster Heal

I've always hated that Mod with Open Wounds anyway.

+2 to All Skills
+400-450% Enhanced Damage

+200% Damage to Demons
+200% Damage to Undead
+4-7 to Sanctuary (Paladin Only)
+80% Increased Attack Speed
-10% to Enemy Magic Resistance
Indestructible
Adds 250-500 Magic Damage
Ignore Target's Defense
15-20% Mana Stolen per Hit
15-20% Life Stolen per Hit
+1 to Berserk (OSKILL)
Level 12 Sanctuary Aura when Equipped
15-20% Mana Stolen per Hit
15-20% Life Stolen per Hit

Level 12 Sanctuary Aura when Equipped

Is what I would do with it.. but I always assumed Barbs used it for Leo runs. I could be wrong though.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 10:27 am 
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Isn't the undead/demon dmg negligible with a high lvl aura? That and i was thinking maybe 2 sockets b/c you aren't really gonna run around in caster gear to get pierce and extra sockets that are available. Also making Sanctuary as an oskill would still make it useful for barbs. If your are worried about needing a higher lvl of sanctuary for paladins could just add +3 to offensive auars

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Last edited by dew on Sat Jul 30, 2011 10:34 am, edited 1 time in total.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 10:30 am 
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Baerk wrote:
Underlined properties are being removed purerage. Only one of the proposed uniques actually go over the limit of 12. Besides just what sort of function and arguments would be used in the properties.txt anyways to merge 3 argument properties?


item_skillongethit - func 11
item_skillonhit - func 11
on the same line

param column in uniques/sets/whatever text file would then take the skill and apply it with the came chance and same level on hit and when hit.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 10:36 am 
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That proposal you made Lockdown for that former sanct aura looks strange. dual leech mentioned twice?

Also concerning ED vs undead and demons. It's applied in the same stage as attack skill ED% and stat gained ED%. So having ED% vs undead and demons is really just like having E Dam% on armor.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:01 am 
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I'll do all changes + test in next 4-5h. That way we can have a new patch tomorrow.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:08 am 
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Ya I fucked up and copied the item stats twice couldn't quite figure out what I'd deleted already etc. The leech removed was the intent. As for the 2 Sockets that would give -32 Pierce to magic which is really high with the monster magic resist as is which is why I avoided a mass amount of sockets on most items with magic pierce or for those type of characters. Necros have very little pierce and still do the best job of trash clearing there is. If you have any other items for me to look at name them by name and I can probably dream up something to do with them.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:18 am 
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forgot about pierce on aura my suggestion is null would be to much

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:23 am 
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Actually sanctuary doesn't just simply pierce undead resists... It makes all weapon attacks treat undead as though they have 0 resists/absorb % (which means sanctuary + CB would shred any undead boss). Sanctuary isn't just simply pierce... its something far stronger.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:25 am 
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sanc has -20% magic res also

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:30 am 
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Sanctuary has:
1)Ignore negative/positive phys resistant of undeads - you do always 100% physical damage to undeads, amp won't help.
2)-20% passive magic pierce

Zeal does phys damage so it gets benefits from 1). Sanc aura/gems give magic pierce/extra magic dmg to any attacks so of it = more magic damage. Since you don't use fanat/any other aura/buff to increase your phys damage that seems ok. 50/50 phys/magic damage build.

Btw. Are scepter changes ok? Anyone want to add something? I'll give some ease -xx here and there :P
15lvl prayer from iron ward is stupid, heals 40...? on 92lvl wpn for a melee?


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:34 am 
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when hitting an undead with a magic damage boosted melee attack though that magic pierce is useless due to the bypass already being there (weapon bypass undead ignores the resists/%absorbs of ALL elements for undead when weapon attacks are used). Also it looks like the sanctuary has the pierce as a passive stat... wouldn't that mean you would have to put hard points into sanctuary to have the pierce anyways (or am I mistaken)?


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:36 am 
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With smite in mind could change it to lvl 15 Defiance or something.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:44 am 
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yeah you're right. checked files it bypass all res when hit by melee. So nn magic pierce on melee wpn.
Nah, no extra auras. Don't want to do a powerhouse from smiters. I'll just remove that aura. Also add 60-120 dmg will be lowered to 40-90... It goes too high with all auras around, smiters already skip all def/block checks.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 11:54 am 
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Baerk wrote:
when hitting an undead with a magic damage boosted melee attack though that magic pierce is useless due to the bypass already being there (weapon bypass undead ignores the resists/%absorbs of ALL elements for undead when weapon attacks are used). Also it looks like the sanctuary has the pierce as a passive stat... wouldn't that mean you would have to put hard points into sanctuary to have the pierce anyways (or am I mistaken)?


No thats not right. Sanctuary ignored the physical resistance on enemys only. Any elemental/magic damage added to attack is still effected by the resists.

Just double checked it with a pally with no weapon vs a zombie i made magic immune. I made a charm with 200-250 mag damage on it. Went out and attacked a zombie with bare fists and the charm on + sanctuary and it took about 10-12 swings to kill it (due to the phys damage)

You dont need hard points for the passive pierce (check on the realm with char screen edits and sanc armor on).

Edit:

Image

after attacking for a straight 3-4 secs
Image

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 12:05 pm 
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Hm... that's strange... maybe the sanctuary bypass functions differently than the bypass on items? In AM bowazon strafe converted completely to magic. If a zon in AM used strafe with a bypass crossbow they would still decimate magic immunes of the type the xbow bypassed.


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PostPosted: Sat Jul 30, 2011 12:17 pm 
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Steel wrote:
Nah, no extra auras. Don't want to do a powerhouse from smiters. I'll just remove that aura. Also add 60-120 dmg will be lowered to 40-90... It goes too high with all auras around, smiters already skip all def/block checks.


Good plan.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Jul 30, 2011 1:06 pm 
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Ok, Added every 1hander mentioned here. Azurewrath is Dew's version -3 sockets, gave it 2. Objections?


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PostPosted: Sat Jul 30, 2011 1:29 pm 
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I guess that would give it 59 magic pierce potencial which isn't too out of hand.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Jul 31, 2011 11:52 am 

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would light saber be cool with oskil energy shield? es zeal pally? lots of mana steal etc?


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PostPosted: Sun Jul 31, 2011 12:15 pm 
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blinky99 wrote:
would light saber be cool with oskil energy shield? es zeal pally? lots of mana steal etc?


Warp (the Staff) has ES and TK you can already do it with any class.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Aug 21, 2011 4:18 am 

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can we get rid of thorns from stormshield please? I just fucking hate thorns. Only becuase it causes bosses not to spawn portals.

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PostPosted: Sun Aug 21, 2011 1:34 pm 

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Thorns has been part of SS for a while now. No reason to take it off for those portal bosses, use different shield. For that matter 4x Star skulls in a plain shield has better DR and no thorns.

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PostPosted: Sun Aug 21, 2011 2:02 pm 

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well I'm not using it for the dr, I use it for the -10 enemy light res
and yes, it seems like I'll have to use another shield...

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PostPosted: Sun Aug 21, 2011 3:16 pm 
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This topic, 1st page, 3rd post:
Revenge(shield):
+250% Enhanced Defense
+30% Faster Block Rate
+30% Increased Chance of Blocking
+15 to Strength
-15% to Enemy Cold Resistance
-15% to Enemy Fire Resistance
-15% to Enemy Lightning Resistance
+7 to Vengeance (Paladin Only)
+5 to Conviction (Paladin Only)
+25% Resist All
Socketed (2)


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Aug 21, 2011 3:34 pm 
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Abominae wrote:
Shadowdancer:
+300% Enhanced Defense
+30% Increased Run/Walk Speed
+50% Faster Hit Recovery
+20 to Dexterity
+20 to Vitality
Damage Reduced by 8%
+10 Strength
+15% Deadly Strike
+150 to Attack Rating

+3-4 to Leap Attack (Barbarian Only)
+3-4 to Dragon Flight (Assassin Only)
+3-4 to Dragon Tail (Assassin Only)
+3-4 to Dragon Claw (Assassin Only)


do not remove the assassin sskills here, its dumb, the items its still good for many builds with the assa skills on it, dont need to remove... also, assa builds are pretty uncommon, dont make them even less common, skills like dflight on items need to stay since those are almost extinct build d¡that doesnt need nerf.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Aug 21, 2011 3:38 pm 
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Rather late to voicing an objection now... The change is already in place and coded as part of the beta. While some of the of the RW proposals fell through and didn't get implemented on the other hand most of the unique proposals actually made it in.


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PostPosted: Sun Aug 21, 2011 7:07 pm 

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Steel wrote:
This topic, 1st page, 3rd post:
Revenge(shield):
+250% Enhanced Defense
+30% Faster Block Rate
+30% Increased Chance of Blocking
+15 to Strength
-15% to Enemy Cold Resistance
-15% to Enemy Fire Resistance
-15% to Enemy Lightning Resistance
+7 to Vengeance (Paladin Only)
+5 to Conviction (Paladin Only)
+25% Resist All
Socketed (2)

AWESOME!

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Aug 22, 2011 9:54 am 
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Runeword:Sturmwarnung
Druid Helms only
+3 to Druid Skill Levels
+2 to Elemental Skills
Resist All +20%-+30%
+35% Faster Cast Rate
10%-12% physical pierce
10%-12% damage reduce

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PostPosted: Mon Aug 22, 2011 1:58 pm 
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We need a +8 Tornado helm?

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Mon Aug 22, 2011 8:27 pm 

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ki4m wrote:
Runeword:Sturmwarnung
Druid Helms only
+3 to Druid Skill Levels
+2 to Elemental Skills
Resist All +20%-+30%
+35% Faster Cast Rate
10%-12% physical pierce
10%-12% damage reduce
Ele droods are already rather good. Even in 1.21z they could roll hell tundra with no skillers rather easily. On the other hand cold based droods didn't get the same love as fire droods. Look at the two shields.
Quote:
Warriv's Warder:
+2 to Druid Skills
+200% Enhanced Defense
Resist All +25%
+20% Increased Chance of Blocking
+40% Faster Block Rate
-5% to Enemy Fire Resistance
+3-4 to Firestorm (Druid Only)
+2-3 to Fissure (Druid Only)
+2-3 to Armageddon (Druid Only)
+2-3 to Molten Boulder (Druid Only)
Socketed (2)
Damage Reduced by 5%
+4 to Hydra (OSKILL)

Blackoak Shield:
+2 to Druid Skills
+200% Enhanced Defense
+30% Faster Block Rate
+20% Increased Chance of Blocking
+(56-75) to Dexterity (Based on Character Level)
+(148-200) to Life (Based on Character Level)
Cannot be Frozen
+2 to Tornado (Druid Only)
+3-5 to Cyclone Armor (Druid only)
10% Chance to Cast Level 6 Decrepify when Struck
Socketed (2)
Cold Absorb 5-10%
Sure Blackoak has CA and dex, but no res on it. There is none for Arctic blast, Cane or Twister. Would be nice to see a similar version tailored towards the wind/cold side. Also Geddon and Firestorm can be cast shifted while AB, cannot.

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PostPosted: Mon Aug 22, 2011 10:23 pm 
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The whole shield thing was back when fire druids lacked a good weapon. AB has had Frostwind and Nado had Scourge. (Geddon didn't exist yet)

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PostPosted: Tue Aug 23, 2011 3:15 am 

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I do agree don't get me wrong. Thing is that neither shield existed in 1.21z and was created with 1.3a. Both we taken from Charsi food and made somewhat useful. Changes were in form of different skills being placed on each. In 1.21z. Even a bit of res on Blackoak would be a nice addition. Unless I had some really good res I wouldn't use it. HHG is still far superior to it.

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PostPosted: Tue Aug 23, 2011 7:02 am 
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Looks like a great Nado shield (Black Oak) just the lack of res hurts it. Only thing I could think of doing is giving it 2 os or 15 res all. Kinda late for this kind of thing though. It gives 200 Life and A lot of dex towards max block you just lose some res and 2 os from HHG.

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PostPosted: Mon Aug 29, 2011 9:27 pm 

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hex wrote:
As long as parties don't have to rely on healadins, 1sec spammable summons and poison damage to overcome the bosses (otherwise party fail) I'm a happy camper


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Thu Sep 29, 2011 5:53 am 

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Found a SS earlier farming, and I think Stormshield got overlooked during the last unique tweaks. In short, it's a terrible piece of shit. Gonna try having a crack at buffing items, and I'm aware if these get implemented it won't be for a good while/until next patch. I figure the high strength requirement, no resists, and no skills should offset the high pierce/mastery values(might drop it to 2 sockets though). Thoughts?

Stormshield
Monarch
Defense: 418-505
Required Level: 87
Required Strength: 156
Durability: -
+(308-375) Defense (Based on Character Level)
+40% Faster Block Rate
+30% Increased Chance of Blocking
Indestructible
Damage Reduced by 10-15%
Lightning Absorb 10-15%
+10-15 to Strength
-10-15% to Enemy Lightning Resistance
+10-15% to Lightning Skill Damage
Socketed (2-3)
Cold Resist +50%
3% Chance to Cast Level 60 Charged Bolt when Struck
3% Chance to Cast Level 60 Charged Bolt on Kill
900% Thorns Damage

Also, figured I'd mess around with the(what I consider) underpowered unique orbs. Rares and the orb RWs outshined them so much I rarely used them outside of the lv40 and 75, and only if I couldn't score a good RW or rare. Would appreciate any feedback.

Mage Rock
Sacred Globe
One-Handed Orb (Range 1)
Damage: 3-5
Required Level: 20
Durability: 60
Speed: [-10]
+1 to Sorceress Skill Levels
+20% Faster Cast Rate
-7% to Enemy Fire Resistance
-7% to Enemy Cold Resistance
-7% to Enemy Lightning Resistance
+10 to Mana per Kill
+10 to Energy
Socketed (2)
+10% to Fire Skill Damage
+10% to Cold Skill Damage
+10% to Lightning Skill Damage

Ether Eye
Clasped Orb
One-Handed Orb (Range 1)
Damage: 5-7
Required Level: 40
Durability: 80
Speed: [0]
+1 to Sorceress Skill Levels
+20% Faster Cast Rate
-12% to Enemy Fire Resistance
-12% to Enemy Cold Resistance
-12% to Enemy Lightning Resistance
+20 to Energy
Socketed (2)

Philosopher Stone
Glowing Orb
One-Handed Orb (Range 1)
Damage: 8-10
Required Level: 60
Durability: 40
Speed: [-10]
+2 to Sorceress Skill Levels
+30% Faster Cast Rate
+20% to Fire Skill Damage
+20% to Cold Skill Damage
+20% to Lightning Skill Damage
Resist All +25%
+2-3 to Enchant (Sorceress Only)
+2-3 to Frozen Armor (Sorceress Only)
Regenerate Mana 50%
+25 to Mana per Kill
Socketed (2)

The Oculus
Cloudy Sphere
One-Handed Orb (Range 1)
Damage: 11-15
Required Level: 75
Durability: 70
Speed: [0]
+2-3 to Sorceress Skill Levels
+30% Faster Cast Rate
-18% to Enemy Fire Resistance
-18% to Enemy Cold Resistance
-18% to Enemy Lightning Resistance
+30 to Energy
Socketed (2)

Eschuta's Temper
Eldritch Orb
One-Handed Orb (Range 1)
Damage: 18-24
Required Level: 85
Durability: 60
Speed: [-10]
+4 to Sorceress Skill Levels
+40% Faster Cast Rate
-20% to Enemy Fire Resistance
-20% to Enemy Cold Resistance
-20% to Enemy Lightning Resistance
+1-2 to Meteor (Sorceress Only)
+1-2 to Blizzard (Sorceress Only)
+1-2 to Chain Lightning (Sorceress Only)
Socketed (2)
+20% to Fire Skill Damage
+20% to Cold Skill Damage
+20% to Lightning Skill Damage

Fathom
Dimensional Shard
One-Handed Orb (Range 3)
Damage: 24-34
Required Level: 95
Durability: 100
Speed: [10]
+5 to Sorceress Skill Levels
+50% Faster Cast Rate
Regenerate Mana 75-125%
Increased Maximum Mana 50%
-25% to Enemy Fire Resistance
-25% to Enemy Cold Resistance
-25% to Enemy Lightning Resistance
+25% to Fire Skill Damage
+25% to Lightning Skill Damage
+25% to Cold Skill Damage
+1 to Whirlwind (OSKILL)
Socketed (3)
100% Chance to Cast Level 40 Bone Spear when Attacking


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Thu Sep 29, 2011 6:09 am 
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Posts: 478
Really like those changes.
Have the SS myself, and its shit, dont know what I can use it for ;p


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Thu Sep 29, 2011 6:48 am 

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Posts: 618
Location: Reno NV
I think mid level boots could use a little love with the powerhouse that are caster craft boots around.

Infernostride
Demonhide Boots
Defense: 48-52
Required Level: 45
Required Strength: 20
Durability: 24
Adds 100-200 Fire Damage
+30% Increased Run/Walk Speed
Fire Resist +40%
+2 to Light Radius
+120-150% Enhanced Defense
100-200% Extra Gold From Monsters
+15 Defense
6% Chance to Cast Level 40 Blaze when Struck
-10% to Enemy Fire Resistance
+1 to Fire Skills

Waterwalk
Sharkskin Boots
Defense: 44-62
Required Level: 50
Required Strength: 48
Durability: 28
+100 Defense vs. Missiles
+20% Increased Run/Walk Speed
+15 to Dexterity
+180-210% Enhanced Defense
+75 to Life
Cannot be Frozen
Hit Freezes Target
-10% to Enemy Cold Resistance
+1 to Cold Skills (Sorceress Only)
+1-2 to Frost Bite (Druid Only)
+1-2 to Holy Freeze (Paladin Only)
+1-2 to Freezing Arrow (Amazon Only)
+50 to Stamina
Regenerate Stamina 50%

Silkweave
Mesh Boots
Defense: 60-78
Required Level: 55
Required Strength: 64
Durability: 32
+1 to All Skills
+150-190% Enhanced Defense
+30% Increased Run/Walk Speed
+30 to Mana After Each Kill
+200 Defense vs. Missiles
+100 to Mana
+20% Faster Hit Recovery
+10 to Energy

Stormwalk
Wyrmhide Boots
Defense: 125-150
Required Level: 75
Required Strength: 48
Durability: 24
+1 to All Skills
+150% Enhanced Defense
+30% Increased Run/Walk Speed
-10% to Enemy Lightning Resistance
+3 to Warmth (OSKILL)
+2-3 to Burst of Speed (Assassin Only)
+2-3 to Fade (Assassin Only)
+2-3 to Phoenix Strike (Assassin Only)
Lightning Absorb 5-10%
Lightning Resist +50%
+1 to Assassin Skill Levels
Regenerate Stamina 30%
+2-3 to Increased Speed (Barbarian Only)
Cold Absorb 3-5%
Adds 160-240 Cold Damage
Adds 1-500 Lightning Damage

And of course, the fabled "Nazgul" ring:

Nazgulring
Ring
Required Level: 10
Magic Damage Reduced by 2-4
Damage Reduced by 2-4
60-120% Thorns Damage
+50-100 to Attack Rating
25-50% Better Chance of Getting Magic Items
25-50% Extra Gold From Monsters
Level 10 Find Potion (50 Charges)
Level 2 Find Item (2 Charges)


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Thu Sep 29, 2011 7:46 am 
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Posts: 478
TBH i dont like find item on the level 10 uniqe ring. But maybe thats just my oppinion.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Thu Sep 29, 2011 8:33 am 

Joined: Tue Sep 01, 2009 9:19 pm
Posts: 618
Location: Reno NV
It's a 27% chance, not exactly game breaking or taking over the roll of barb's anytime soon. But I can see why you'd be concerned. I've just always wanted a small shot at find item early on for farming, and I'm sure I'm not alone.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Thu Sep 29, 2011 8:41 am 

Joined: Thu Nov 25, 2010 4:55 pm
Posts: 895
Those are pretty solid item changes.. pretty well balanced and the Nagel ring = pretty cool.

the find pot/item charge actually makes it.. useable lol

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Sep 30, 2011 5:00 pm 
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Posts: 977
being 2 charges of lvl 2 i think it is fine. an awesome idea.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Oct 01, 2011 4:23 am 
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Posts: 285
you should maybe remove some useless stats from those Items, a char full of nazgul will propably crash..
cause it will reach the savefile limit...

so maybe replacing the thorns with find potion charges would be enough...

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Oct 01, 2011 7:07 am 
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you could fill a char with those rings and have no problems. The problem is when you have almost every possible stat in the game. Having 5 items with 1000% thorns uses as much save file space as a jewel with 1% thorns damage.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Oct 01, 2011 9:20 am 
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Posts: 285
yea, but adding more and more stats to items won't help to avoid that bug

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Oct 01, 2011 10:49 am 
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ah, i see what you mean now. TBH all the thorns damage below 1kish should be removed as unless you are a char based on thorns damage, its just giving you a chance of not spaawning a boss tp.

Ps. maybe add D2SmallUtility to fix the thorns damage not spawning tps? all other options can be turned off.

Quote:
The following changes are always activated:

-Animated items in inventory
-Fixes the problem that quantity information isn't displayed anymore if
a SpellDesc is added
-Removes the warning in the log file when you are adding new SuperUniques
-Lets you create new scrolls/tomes with correct names
-Fixes the overflow bug of the mana and health globe and the stamina bar
in both ways, normally and after using a potion
-Lets you display more than one row if you are adding new belts
-Fixes the dmg-mon% and att-mon% modifiers
-Tells the game to not draw an object with incorrect modes (thx Necrolis)
-Fixes the problem that on death events aren't executed when monsters
got killed by things like thorns and openwounds

-Removes the hardcoded prime evil names
-Prevents 0 Gold drops
-Removes the hardcoded overlay of the dopplezone
-Adds XP to burn damage


And additional options (on/off)
Quote:
[D2SmallUtility]
;Item quantity cap (1..31)
SaveBits=9
;Classic WW? (1=yes,0=no)
classicWW=0
;Remove cap on +3 to own class oskill? (1=yes,0=no)
removeCap=0
;Allow HardcoreCreation all the time? (1=yes,0=no)
AllowHC=1
;Should NPCs always sell normal, magic and permstore items? (1=yes,0=no)
sell=0
;Amount of items in gamblescreen (range 0..127)
gamble=127
;Read the gambleprices from the 'GambleCost'-column in items.txt? (1=yes,0=no)
fixprices=0
;Set the +-5lvl exp cap before lvl 25 to lvl X (range 0...127)
expcap=5
;Remove the expcap at the ancients? (1=yes,0=no)
ancients=0
;Remove the party expcap of 2 screens? (1=yes,0=no)
party=0
;Block isn't affected by dex anymore? (1=yes,0=no)
block=1
;Maximum chance to block? (range 0..127)
maxblock=75
;Maximum amount of items that can drop from a monster (range 0..2,147,483,647)
maxdrop=6
;Make freeze work as a boolean like in classic? (1=yes,0=no)
freeze=0
;Enable defense while running? (1=yes,0=no)
defense=0
;Allow stash to be placed outside of town (1=yes,0=no)
stash=1
;Change formula for maximum gold in stash to 50,000*lvl^2? (1=yes,0=no)
maxstash=1
;Change formula for maximum gold in inventory to 50,000*lvl? (1=yes,0=no)
maxinv=1
;Is starting multiple instances of the game allows? (1=yes,0=no)
mult=1
;Should the entry messages of the maps be displayed in the colors like in the dc6s? (1=yes,0=no)
entry=0
;Change repair/replenish so that it displays "1 per X frames"? (1=yes,0=no;see ReadMe for farther info)
rep=0
;Add a shift click limit while distributing statpoints? (limit=5 per shift click, 1=yes, 0=no)
ShiftLimit=1
;Pierce breaking immunes? (1=yes, 0=no)
pierce=0

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Oct 07, 2011 3:39 pm 
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Posts: 447
Location: Reno, NV
Wolfs wrote:
Abominae wrote:
Shadowdancer:
+300% Enhanced Defense
+30% Increased Run/Walk Speed
+50% Faster Hit Recovery
+20 to Dexterity
+20 to Vitality
Damage Reduced by 8%
+10 Strength
+15% Deadly Strike
+150 to Attack Rating

+3-4 to Leap Attack (Barbarian Only)
+3-4 to Dragon Flight (Assassin Only)
+3-4 to Dragon Tail (Assassin Only)
+3-4 to Dragon Claw (Assassin Only)


do not remove the assassin sskills here, its dumb, the items its still good for many builds with the assa skills on it, dont need to remove... also, assa builds are pretty uncommon, dont make them even less common, skills like dflight on items need to stay since those are almost extinct build d¡that doesnt need nerf.


It's hardly a nerf. Increased DR, Deadly Strike, Strength and flat AR does more for a melee assassin than +3-4 to Dragon Claw.
Kickers would never use Shadow Dancers as their boots because Adamant Boots not only require 50 less strength, they have higher base damage so there is no real reason to have Dragon Tail nor Dragon Flight on those boots. Crafted Adamant Boots have and will continue to outclass Shadow Dancers by far for the build.

I would have never considered using the old Shadow Dancers on my Dragon Claw assassin, the returns for having 208 strength when I could shoot for 100 strength is hardly worth it. Now there's actually a reason or two to use these boots over Waterwalks or War Traveler's.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Oct 07, 2011 7:59 pm 

Joined: Thu Nov 25, 2010 4:55 pm
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Have more faith in Abominae. This nigga be a genius.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Fri Oct 07, 2011 10:58 pm 
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I always thought the boots were for Melee chars that didn't wanna use IK boots. Holy Craft Adamants for kickers are insane.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Oct 08, 2011 3:08 pm 
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Lee wrote:
Have more faith in Abominae. This nigga be a genius.


Nahh, I just love me some Dragon Claw Sin and wanted to make it clear I wouldn't nerf my baby girl.

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Oct 09, 2011 3:28 am 
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Posts: 1627
LockDown wrote:
I always thought the boots were for Melee chars that didn't wanna use IK boots. Holy Craft Adamants for kickers are insane.
Yup, 152 str vs 208 and 120-240 vs 100-200 dmg :)


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Oct 22, 2011 10:33 am 
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Posts: 453
Location: Hell
Res on high lvl sin claws would be nice.. And yes I know fade does the trick but when you have a lvl 48 fade and still just under max res theres abit of a problem... And jade talons need to be higher lvl to ... I would switch the lvl 75 claw with the jade and increase the dmg but leave the mods the same...
This would put all 3 elemental claws around the same lvl's..

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sat Oct 22, 2011 2:32 pm 
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oops 4 elements.. 8-)

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 Post subject: Re: Item Tweaks Proposals
PostPosted: Tue Nov 01, 2011 1:45 pm 

Joined: Fri Sep 11, 2009 7:19 pm
Posts: 7
I think the ribcracker change is terrible. It is completely useless now that crushing blow is terrible too.


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 Post subject: Re: Item Tweaks Proposals
PostPosted: Sun Nov 20, 2011 3:01 am 

Joined: Thu Aug 19, 2010 9:15 pm
Posts: 523
How about something different on Wyrmscale. Those devourer lay eggs and spawn those little crawler. Serves little purpose IMO.

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