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 Post subject: 1.41d Test Patch links
PostPosted: Wed Jul 16, 2014 10:18 pm 
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NOTE: go here after getting the test pack to download an edited cubemain to make testing item stuff easier.

Changelog below has everything included and has been reorganised.

Edit Reminder: This will require a reset. There are changes to both the order of skills, and to automods on items. A number of automods have been removed and multiple affixes have been changed. This will destroy multiple existing characters, and most of those who survive will have spent skill points moved into other random skills as skills.txt order has been changed to fix the current problems with staffmods (barb helms/wands/staves/claws with wrong and/or unusable skills).

A lot of this is bug fixes. Don't expect any radical shifts in monster layout, damage etc (though damage has been adjusted slightly). most of it is suggestions taken from various parts of the forums. I'm semi-free until friday, so that's your time limit for any other suggestions (If I can fit it in). Make a new thread for those suggestions please. I spent forever trawling through rivers of tears and dick measuring to find most of that.


1.41D packed update: Run D2ModSetup!!!
You NEED to download the new core and you NEED to run D2ModSetup if not using D2SE. If using D2SE, extract the core to your MODS folder!
D2SE CORE: http://www.speedyshare.com/8pS9s/downlo ... -1.41d.exe
NON D2SE CORE: http://www.speedyshare.com/cFNWT/downlo ... -1.41d.exe


HU 1.41d FULL: http://www.speedyshare.com/P7taD/downlo ... t-Full.exe
HU 1.41d LITE: http://www.speedyshare.com/mhr7n/downlo ... d-Lite.exe


Back up your D2Game.dll or just copy the entire HU folder and extract it to the new folder instead. Uninstall any previous clientside edits (text edits).Run in -direct -txt if non D2SE, or HULaunch just hit the play button. Do NOT install client edits after extracting this, it'll overwrite the data folder and shit will get messed up. I didn't have time to pack it for HULaunch yet. Once everything is good to go I'll set up a proper package.

===========================================
Changelog
===========================================
General
- Maximum Resistances from 75% to 85% (Available through Max Resistance Items)
- Maximum Damage Reduction from 50% to 60% (Available through Max Resistance Items)

- Added Tome of Baphomet, that will return you to Act 1 Town when used. Permanent Item.
- Added 3 new level restricted dungeons. Akara sells maps that explain further. These must be completed within the correct level range or you can't add the bonuses to your tome.


Monsters
- Land of Shadows Barbarian buffed!
- Reduced Enemy damage
- Reduced Enemy resistances
- Code Edit to unlock Talic's AI and allow proper Whirlwinding enemies
- Code Edit to point moncurse and aura enchanted to monster only lines in skills.txt

Hirelings
- Increased Hitpoints by 25%
- Increased Defense by 100%

Items
- Added Unique Arrows and Bolts
- Fixed skill pointers from incorrect lines
- Fixed automods spawning incorrectly on Claws/Wands/Staves
- Barbarian Skill Tabs can now spawn on all helms
- Fixed Several Aura's on Runewords
- Added 6 new Unique Rings that drop from introduced Dungeons
- Added new graphics for unique rings
- Added new graphics for unique quivers and bows

Mavina's Set:
- Added 20% Magic Pierce on Bow
- Added 10% Magic Pierce on Helm as set bonus

Heart of the Oak:
- Oak Sage charges increased to 8

Deception:
- Added 15-20% Fire Pierce
- Added 15-20% Cold Pierce
- Added 15-20% Lightning Pierce

Arrows:
    Kumari's Art
    Required Level 20
    5% Chance to cast level 5 Slow Missiles on striking
    15-25% Faster Run/Walk
    5 to Dexterity
    All Resistances 5
    5 to mana after each kill

    Storm of Karcheus
    Required Level 40
    20% Increased Attack Speed
    Adds 20-40 Fire Damage
    Adds 15-30 cold Damage
    5% to Fire-Skill Damage
    5% to Cold-Skill Damage
    All Resistances 8

    Storm Of Karcheus
    Required Level 60
    Level 1-3 Vigor Aura when equipped
    0-1 to Bow and Crossbow Skills (Amazon only)
    -(2-4)% to enemy magic resistance
    -(2-4)% to enemy fire restiance
    -(2-4)% to enemy cold resistance
    Cannot be Frozen

    Pride of the Matriarch
    Required Level 80
    Level 2-3 Redemption Aura when equipped
    1 to Bow and Crossbow Skills (Amazon only)
    -(5-8)% to enemy magic resistance
    -(5-8)% to enemy fire restiance
    -(5-8)% to enemy cold resistance
    10 to Dexterity

Bolts:
    Siege Herald
    Level 20 Bolt Quiver
    10% Increased Attack Speed
    2-3% Mana Steal
    5 Damage
    10% Piercing Attack
    Fires Freezing Bolts
    5 Dexterity

    Valeeva's Legacy
    Level 40 Bolt Quiver
    10% Increased Attack Speed
    50 Mana
    8-12 Damage
    Knockback
    2-5% Life Steal
    5 Dexterity

    Supremacy of the Clan
    Level 60 Bolt Quiver
    20% Increased Attack Speed
    Level 2 Might on equip
    10-20 Damage
    25 Life Per Kill
    10 Dexterity

    Athulua's Touch
    Level 80 Bolt Quiver
    1 to Amazon Skill Levels
    100 Life
    10-20 Minimum Damage
    20-30 Maximum Damage
    6% Life Steal

Characters

Amazon
    Lightning Strike:
    - Now gives additional damage
    - Increased seek radius

    Jab:
    - Increased %HP Bonus to 1.5% per hard point

    Impale:
    - Increased %HP Bonus to 1.5% per hard point

    Fend:
    - Increased %HP Bonus to 1.5% per hard point

    Strategy:
    - No longer gives %HP Bonus to ranged skill trees.
    - Concentration Effect removed
    - All Resistances 5 + (1.5 per hard point, 1 per 4 soft point)

    Critical Strike:
    - Concentration Effect added

    Guided Arrow:
    - Cooldown from 39 to 45 frames
    - Cooldown reduced by 1.5 frames per point in guided arrow and multishot (no cooldown with 30 points combined)

    Freezing Arrow:
    - Synergy increased by 2%

    Cold Arrow:
    - Synergy increased by 5%

    Ice Arrow:
    - Synergy increased by 5%

    Fire Arrow:
    - Synergy increased by 5%

    Exploding Arrow:
    - Synergy increased by 2%

    Lightning Bolt:
    - Synergy increased by 4%

    Charged Strike:
    - Synergy increased by 2%

    Poison Javelin:
    - Synergy increased by 2%

    Poison Spray:
    - Synergy increased by 2%


Assassin
    - Moved all 4 elemental clawskills back into the grouping
    - Nulled all out of group claw lines
    - Elemental charge ups given the same type of synergy as phoenix strike. with a cap at 600%

    Fire Blast:
    - Synergy increased by 3%

    Shock Field:
    - Synergy increased by 3%

    Blade Fury:
    - Synergy removed
    - Increased blades released from 2 to 3
    - Added next hit dely of 4 frames

    Blade Shield:
    - Added 2% faster hit recovery per level

    Venom:
    - Fixed self synergy

    Shadow Master:
    - Added 5% faster cast rate per level
    - Increased Hitpoints by 50%

    Shadow Warrior:
    - Added 5% faster cast rate per level

    Fade:
    - removed hitpoint bonus, changed to 2% per point in any Martial Art Skill. Capped at 80%

    Cloak of Shadows:
    - Given more obvious overlay

    Phoenix Strike:
    - Synergy dropped to 25% per point. Capped at 500%

    Dragon Flight:
    - Enhanced Damage increased from 240 + 80% per level to 300 + 120% per level


Barbarian
    Increase Speed:
    - Added 2% faster hit recovery per level

    Stun:
    - Now stuns all targets hit
    - Now deals 1/4 damage to surrounding enemies

    Whirlwind:
    - Increased damage to 112.5% (9/8ths) of attack damage
    - Increased synergy by 5%

    Battle Command:
    - Adds lifesteal to Shout
    - Increases Shout duration by 10 seconds per level

    Blade of Arreat:
    - Fixed negative defense
    - Increased Radius
    - Reduces enemy physical damage

    Battlecry:
    - Enemy damage reduction reduced

    Warcry:
    - Increased radius slightly
    - Increased synergy by 3%

    Shout:
    - Duration reduced to 2 minutes

    Galeforce:
    - Passively increases Whirlwinds effects.

    Double Swing:
    - Increased synergy by 5%

    Frenzy:
    - Increased Synergy by 5%

Druid
    Oak Sage:
    - Invincible and Untargetable

    Spirit of Barbs:
    - Invincible and Untargetable
    - Now gives 1% poison mastery per 2 hard points

    Heart of Wolverine:
    - Invincible and Untargetable
    - Increases Druid summons hitpoints by 3% per hard point while active

    Raven:
    - Causes enemies to take flat additional damage for 10 seconds

    Poison Creeper:
    - Increased synergy by 2%

    Firestorm:
    - Increased synergy by 4%

    Molten Boulder:
    - Increased synergy by 3%

    Arctic Blast:
    - Increased synergy by 3%

    Fissure:
    - Increased synergy by 4%

    Rabies:
    - Increased synergy by 1%

    Twister:
    - Increased synergy by 2%

    Volcano:
    - Increased synergy by 4%

    Shockwave:
    - Increased synergy by 5%

    Armageddon:
    - Increased synergy by 2%

Necromancer
    - Moved Amplify Damage, Iron Maiden, Life Tap, and Poison Vortex back into the grouping

    Weaken:
    - Reduced enemy physical damage from -50% to -25%
    - Bone Skill Synergy added to Iron Maiden and reduced on bone skills. Total % unchanged

    Poison Strike:
    - Increased synergy by 3%

    Poison Vortex:
    - Increased synergy by 5%

    Bone Spirit:
    - Increased synergy by 5%

    Bone Armor:
    - Fixed 100% poison pierce (left over from testing boss PLR)
    - Increased bonus defense by 10% per level
    - Added 50 damage absorption per point in poison skills

Paladin
    - Moved Fanatism back into group, moved monster Fanatism to its own line
    - Moved Might back into the group, moved monster Might back out
    - Fixed several tooltips

    Zeal:
    - Increased synergy by 8%

    Holy Shield:
    - Increased hit point cap from 40% to 80%

    Blessed Hammer:
    - Received demon bypass again
    - Reduced synergy to 18%

    Holy Fire
    - Increased synergy by 4%

    Holy Freeze:
    - Increased synergy by 4%

    Holy Shock:
    - Increased synergy by 4%

    Sanctuary:
    - Increased synergy by 4%

    Fist of Heaven:
    - Increased synergy by 2%


Sorceress
    - Fixed Thunder Storm broken synergy from Static Field
    - Moved Flame Wave back into correct grouping and moved old Inferno out of the group.
    - Fixed Frozen Orb receiving no synergy from Cold Mastery

    - sorc masteries now grant all mastery to the other 2 elements, at 50% of the strength of the mastery sillfor that element
    If you have maxed cold mast, you get the bonus you would get from fire mastery/2 for fire also
    If you add a point to the other masteries, the bonus is disabled for that element.

    Fire Mastery:
    - Added 1% fire absorb per hard point

    Cold Mastery:
    - Added 1% cold absorb per hard point

    Lightning Mastery:
    - Added 1% lightning absorb per hard point

    Ice Bolt:
    - Removed synergy from cold mastery
    - Added synergy from chilling armor
    - Increased synergy by 4%

    Frozen Orb:
    - Available at level 28
    - Reduced damage from 30-50 to 20-40
    - Increased synergy by 2%

    Blizzard:
    - Available at level 36

    Energy Shield:
    - Available at level 6
    - Damage resistances now scale faster and cap at 50% resistances
    - Added 5% + 1% per level maximum mana

    Static Field:
    - Reworked to function like Mephisto's Lightning Vortex
    - Increased synergy by 2%

    Telekinses:
    - Available at level 28
    - Increased starting damage

    Firebolt:
    - Increased synergy by 2%

    Frost Nova:
    - Increased synergy by 2%

    Ice Blast:
    - Increased synergy by 6%

    Nova:
    - Increased synergy by 4%

    Lightning:
    - Increased synergy by 4%

    Chain Lightning:
    - Increased synergy by 3%

    Thunder Storm:
    - Increased synergy by 4%

Notes
3: seems to be some issue with the char screen plugin and lifesteal from skills. It is being applied correctly, but only showing us as 1%. cause unknown

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 16, 2014 10:27 pm 
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Awesome stuff. Thanks for the work.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 16, 2014 10:29 pm 

Joined: Mon Aug 31, 2009 10:29 am
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all hands on deck! need people to try out the changes on single player to make sure skills are working as intended. remember, the base is still the the same, so new boss locations/massive damage bosses are still in effect!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 12:00 am 

Joined: Thu Aug 19, 2010 9:15 pm
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Question, can mon-amp be set to scale to diff norm, nm hell? Seeing 100 amp in normal is a bit steep, don't know if it's possible. Such as capped at say 50% norm, 75% nm and 100% hell?

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 12:21 am 
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It'd be a flat rate. The value is hardcoded (IDK why they done this...).
I can try dig out the ofset and scale it back a touch. it's only certain amp that it happens with (cursed and moncurse iirc)

new folder up, fixed couple bugs

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 1:21 am 

Joined: Mon Aug 31, 2009 7:13 pm
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Just looking at the changelog, I'm wondering is it possible to buff a bunch of the completely unviable builds/classes a bit and make them somewhat viable?

For example, paladins seem only be useful for auras.

Necro's (bone maybe a tiny bit, poison, summon) and Zon's (bow and Jav) also need some love.

I think Sin's are in a pretty good place with the changes

Fire druids I'm unsure about, but it seems like no-one is playing them. Same with summon druids. For Hurricane/tornado druids something needs to change. They do good damage, but it is dumb for a caster to get that close to do damage, especially to bosses in this patch. I have not seen a shapeshifting druid after A2 normal (love).

Barb's have changes. I don't know shit.

Sorc's, I've seen basically none of. Seems like with the exception of firewall as a boss killer they are not very useful to have around compared to any other class. They have decent trash clear, but other classes can do that better and still be useful for bosses (lightning/ cold)


I just feel like there are a bunch of builds that obviously need tweaking and wouldn't take very long to adjust it. Yes, it would be buffs for a large amount of skills... But then maybe we would actually see those skills again, as opposed to every class (except sins) having one actually viable build.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 4:30 am 
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Snickers220 wrote:
Just looking at the changelog, I'm wondering is it possible to buff a bunch of the completely unviable builds/classes a bit and make them somewhat viable?

In theory yes, in practice, probably not. I have like 24 hours left to spend on this and 8-10 of those will be spent sleeping (it's 10:25am, I started this from scratch at 1pm yesterday and haven't slept yet). If they were buffed, it'd be hastily thrown together (not ideal).

Quote:
For example, paladins seem only be useful for auras.

Mainly because boss damage is > pally bulbs when playing untwined and outside of an ideal party setup. They need major support to be able to take hits well and most of the time, 2 big hits will = fail. The problem isn't so much a lack of damage, it's being unable to deal that damage because they are not ranged.

Quote:
Necro's (bone maybe a tiny bit, poison, summon) and Zon's (bow and Jav) also need some love.

Our HC team used a phys bowzon originally and she was our main damage source. Maybe you mean the elemental side?
Lightning jav skills are only good for trash as their heavy hitting single target skill causes a million counters and as with the pally, it's impossible to get close enough to a boss to use it without risking a 1 shot mechanic.

Quote:
Fire druids I'm unsure about, but it seems like no-one is playing them. Same with summon druids. For Hurricane/tornado druids something needs to change. They do good damage, but it is dumb for a caster to get that close to do damage, especially to bosses in this patch. I have not seen a shapeshifting druid after A2 normal (love).

fire tree for druid has always been kinda bad IMO. The missiles are either slow and clunky (not effective with current boss speeds) or low damage spread over an area, thinning out the dps even more. Volcano and fissure are pretty much exactly the same skill with a diff animation and firestorm needs you to be toe to toe with the boss (lolgl)

Quote:
Sorc's, I've seen basically none of. Seems like with the exception of firewall as a boss killer they are not very useful to have around compared to any other class. They have decent trash clear, but other classes can do that better and still be useful for bosses (lightning/ cold)

Sorcs need quite a lot of work, but again it boils down to being too flimsy that they are rarely seen. Before any big changes are made to classes. the 10-15k gap between tank classes and dps classes hp needs to shrink so you are not getting 1 shotted repeatedly. That can't happen until enemy damage is brought under control.

Quote:
I just feel like there are a bunch of builds that obviously need tweaking and wouldn't take very long to adjust it. Yes, it would be buffs for a large amount of skills... But then maybe we would actually see those skills again, as opposed to every class (except sins) having one actually viable build.

You also have to weigh the pro's and cons of the skill. Does it cover a large area? how many mobs can it hit? Do you need to pack enemy packs tight to maximize damage or keep them spread out? How many times can it hit per second? Does it pierce? How much damage will it be doing at character level, 20, 40, 60 and 80? Does it grow too fast? does it grow too slow? How high is the mana cost? Is it worth the mana to do XX damage to YY number of targets when this other skill can hit a single mob for XX times more damage and kill it fast to reduce the incoming damage as a result? etc. etc.
It might seem like a quick job, but to get it right, it's a long process to go through for each skill, and this is absolutely the last patch update that will be happening until the next major update. It needs to be done soon and it needs to be right.

I'll see what I can do when I wake up, but I won't promise anything.

Trying to do too much in a short time results in pitchfork and torch wielding maniacs, screaming for the head of the ungodly monster who implemented these changes! That's one of the reason's I' hesitant to throw too much into the mix at once.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 6:16 am 
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Staff mods on barb helms spawn with the 4 other masteries that were not replaced with new skills yet.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 9:52 am 

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Thank you, I understand it wasn't going to be perfect and things would have to be done on the underpowered side, but it seems like just boosting the damage for a bunch of them ( with the idea that we would rather have too little of a buff than to large of one) wouldn't take too long and may return a few of them to being played occasionally.

For phys bow zons, the single target dps for everything was fine. the aoe from multishot felt very lacking for clearing even non-elite trash. The biggest issue, probably for another patch, is their transition into hell is SO difficult. It's extremely hard to get even close to the amount of resists you need without sacrificing all of that damage. Just became super gear dependent, which I could not supply.

Edit:: Also the cooldown on guided arrow seems really annoying. Making people spend 20 hardpoints before it is useful is just such a large skill sink with nothing getting better, you basically don't improve via skills between level 20 and 40. Maybe make it like 5 or 10 hard points.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 11:02 am 

Joined: Sun Dec 25, 2011 12:58 pm
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With the change to druid Sages, Wisp Projector and Nature peace are getting unkillable summons on charges. This should be looked into. I think either nerfing or removing the sage charges could be in order.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 11:23 am 
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I'm okay with them being on there.. just because in general the natures peace ring sucks outside of oak..

and it takes such a long time to find a wisp.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 1:18 pm 
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Mrawskrad wrote:
Staff mods on barb helms spawn with the 4 other masteries that were not replaced with new skills yet.

Yeh that'll have to remain for now. We can replace those skills next patch.

Snickers wrote:
Thank you, I understand it wasn't going to be perfect and things would have to be done on the underpowered side, but it seems like just boosting the damage for a bunch of them ( with the idea that we would rather have too little of a buff than to large of one) wouldn't take too long and may return a few of them to being played occasionally.

Ok, I'll go through what I know are weak and bump them up slightly now.

Quote:
For phys bow zons, the single target dps for everything was fine. the aoe from multishot felt very lacking for clearing even non-elite trash. The biggest issue, probably for another patch, is their transition into hell is SO difficult. It's extremely hard to get even close to the amount of resists you need without sacrificing all of that damage. Just became super gear dependent, which I could not supply.

Maybe something to help with res for the zon in general then.The same is true of pikes I'd imagine.

Quote:
Edit:: Also the cooldown on guided arrow seems really annoying. Making people spend 20 hardpoints before it is useful is just such a large skill sink with nothing getting better, you basically don't improve via skills between level 20 and 40. Maybe make it like 5 or 10 hard points.

[/quote]
Will change to 0 cooldown with 30 combined points in MS and guided


Riem821 wrote:
With the change to druid Sages, Wisp Projector and Nature peace are getting unkillable summons on charges. This should be looked into. I think either nerfing or removing the sage charges could be in order.

I'll leave it as-is for now. They still die when you die, level up or rejoin. I don't think it'll be a huge deal to have low/mid level sages from non druid sources for this patch.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 1:37 pm 

Joined: Sun Dec 25, 2011 12:58 pm
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Is the buff to WW going to be enough? The issue was that it sucks against trash because it's nothing more than a mobile zeal compared to stun doing damage to everything in aoe, which is why I originally suggested it gets a very small nova so it does hit everything around it.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 1:45 pm 
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WW is heavily hard coded. You can't make it do anything other than what it already does. I'll see if I can do anything with it, but I highly doubt it.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 3:10 pm 
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Best I can do is a stat buff while WWing. 5% magic pierce per hard point to work with the conversion from zerk?

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 3:28 pm 

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Sounds pretty intense, but I guess something could be done with that.
If WW really can't be made into a proper trash clearing skill... make it into a more proper boss killing skill?

Completely random and most likely unbalanced thoughts:
Stun-WW synergy?
Innate crushing blow/critical strike?
Bonus IAS? Movespeed? Lifesteal? Defense?

Just how much can you mess around with the skill?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 3:33 pm 
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Never mind, I think I got a nifty idea. Can also bring back one of the missing passives to enhance it

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 3:36 pm 

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PureRage-DoD wrote:
Never mind, I think I got a nifty idea. Can also bring back one of the missing passives to enhance it


Oh boy you got me excited now.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 3:41 pm 

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Are the bosses being placed randomly around the map for absolutely no reason (thrack in inner for instance) removed? Because if so, I may come back.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 3:49 pm 
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Oxygen wrote:
Are the bosses being placed randomly around the map for absolutely no reason (thrack in inner for instance) removed? Because if so, I may come back.



They aren't changing on this patch due to time limitations.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 3:50 pm 

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Oxygen wrote:
Are the bosses being placed randomly around the map for absolutely no reason (thrack in inner for instance) removed? Because if so, I may come back.

Pretty sure the answer to that is nope.
Patch is going to be good enough to be worth playing though.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 5:28 pm 

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Thanks for your work Pure. Please keep a list of changes as you do all this! Would love to have some patch notes to look over what all changed.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 6:15 pm 
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I think barbs are strong enough and WW already wrecks bosses if you know what you are doing. Be careful making them too powerful they already have so many tools and free stats.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 7:24 pm 

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Quote:
Trying to do too much in a short time results in pitchfork and torch wielding maniacs, screaming for the head of the ungodly monster who implemented these changes! That's one of the reason's I' hesitant to throw too much into the mix at once.


Lol So true. Thanks for jumping in and Fixing what you did Kev. You've done this a few times for the community. I appreciate it. I am sure others will show their appreciation, and some will just piss, moan, and scream bloody murder!

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 8:15 pm 

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i think bladesin is cut off too much.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 8:56 pm 

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one more thinking about barb, shout's time is cut off to 120s, this means barb is a must to fight a boss at present, why to make barb so important?!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 10:43 pm 
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kenyon_zhang wrote:
one more thinking about barb, shout's time is cut off to 120s, this means barb is a must to fight a boss at present, why to make barb so important?!

It means to get the benefits of BO, you need someone actually playing the barb, not just someone loading one > BO > forget the barb exists. It's more active, 10 mins was way way too long. Without a necro you have weak ctc or charges of curses. Without a pally,you have weaker on equip auras Without a druid you no spirits. Without a barb you have 10 mins between trips to town.

kenyon_zhang wrote:
i think bladesin is cut off too much.

spreads lower damage over a larger area. working as intended.

Mrawskrad wrote:
I think barbs are strong enough and WW already wrecks bosses if you know what you are doing. Be careful making them too powerful they already have so many tools and free stats.

WW adjustments effect WW on trash only. You need to be making things die with it to receive the benefits of the buff.
I added a passive that grants a chance to spawn a flurry of tornadoes from the corpse of an enemy killed with whirlwind. The tornadoes reduce enemy dr by 5% and slow their movement by 50%
If you are inside the windstorm when it goes off, you get a damage buff during WW and magic pierce added to WW (only during whirlwind) for 5 seconds. the 9/8 weapon damage was reverted and replaced with this instead.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 10:54 pm 
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oh rage.. its a small change but did you look at Tal's ammy spawning with no skills?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 11:01 pm 
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quick update in OP. You still needthe first link if you dont have it already. Sorry for the delay, I got called away

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 11:02 pm 

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PureRage-DoD wrote:
WW adjustments effect WW on trash only. You need to be making things die with it to receive the benefits of the buff.
I added a passive that grants a chance to spawn a flurry of tornadoes from the corpse of an enemy killed with whirlwind. The tornadoes reduce enemy dr by 5% and slow their movement by 50%
If you are inside the windstorm when it goes off, you get a damage buff during WW and magic pierce added to WW (only during whirlwind) for 5 seconds. the 9/8 weapon damage was reverted and replaced with this instead.


Wait what? Let me see if I get this right.
Whirlwind:
-When spinning, has X chance to spawn tornadoes from the corpse of fallen enemies. Enemies damaged by tornadoes are slowed by 50% and have their DR by 5%. Whenever a tornado is spawned and you are spinning, your damage is increased by Y and you gain Z magic pierce until you stop spinning.

Did I get it right? I'm seriously confused by the description. It looks nice, but incredibly confusing. Video plox?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 11:09 pm 
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When you kill an enemy with WW. the corpse has a chance or creating a cicle of tornadoes that slow and lower enemy dr by 5%.

During this, you gain a buff that adds ED% to whirlwind and magic pierce to whirlwind. Take a look, link is in OP.

The chance of spawning a nado area is increased by the passive, as is the damage buff

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 11:13 pm 
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hunterAS wrote:
oh rage.. its a small change but did you look at Tal's ammy spawning with no skills?

no, but i will in the morning

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 17, 2014 11:18 pm 

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PureRage-DoD wrote:
kenyon_zhang wrote:
one more thinking about barb, shout's time is cut off to 120s, this means barb is a must to fight a boss at present, why to make barb so important?!

It means to get the benefits of BO, you need someone actually playing the barb, not just someone loading one > BO > forget the barb exists. It's more active, 10 mins was way way too long. Without a necro you have weak ctc or charges of curses. Without a pally,you have weaker on equip auras Without a druid you no spirits. Without a barb you have 10 mins between trips to town


Wait so now BO only lasts 2 minutes, max? Am I reading this right?

While yea I agree the ten minutes might have been too long, but only 2 minutes? That's ridiculously too short in my opinion. You should have at least split the difference some and made it 5 or 6 minutes.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 12:18 am 

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I checked the new WW + passive combo.
To be honest, it feels weak still, at least for such a heavy skill investment.
I'll do more testing later.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 12:18 am 
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Yeah 2 is way too low.. Make it 5 or 6..


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 1:05 am 

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Riem821 wrote:
I checked the new WW + passive combo.
To be honest, it feels weak still, at least for such a heavy skill investment.
I'll do more testing later.

I agree. I can't see a reason to really use this instead of stun ever. It barely feels better than before.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:21 am 

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PureRage-DoD wrote:
kenyon_zhang wrote:
one more thinking about barb, shout's time is cut off to 120s, this means barb is a must to fight a boss at present, why to make barb so important?!

It means to get the benefits of BO, you need someone actually playing the barb, not just someone loading one > BO > forget the barb exists. It's more active, 10 mins was way way too long. Without a necro you have weak ctc or charges of curses. Without a pally,you have weaker on equip auras Without a druid you no spirits. Without a barb you have 10 mins between trips to town.

kenyon_zhang wrote:
i think bladesin is cut off too much.

spreads lower damage over a larger area. working as intended.

Mrawskrad wrote:
I think barbs are strong enough and WW already wrecks bosses if you know what you are doing. Be careful making them too powerful they already have so many tools and free stats.

WW adjustments effect WW on trash only. You need to be making things die with it to receive the benefits of the buff.
I added a passive that grants a chance to spawn a flurry of tornadoes from the corpse of an enemy killed with whirlwind. The tornadoes reduce enemy dr by 5% and slow their movement by 50%
If you are inside the windstorm when it goes off, you get a damage buff during WW and magic pierce added to WW (only during whirlwind) for 5 seconds. the 9/8 weapon damage was reverted and replaced with this instead.


according to ur balance, if i get a four-player team, playing with throwing barb/summoner nec/ summoner dru/a pally, then everything could be done easy, then what is the meaning of asn/ama/sor? they are useless?! so i dont think it is a balance, it would be a breaking balance again. and how about the players without a four-player team?! kicking them out of HC?!
I mean the players without a four-player team could do bosses, even it is really hard ever. in addition, barb is a must for everyone to make gold, so this is why I ask the question: why barb is so important? and asn/ama/sor are so useless?!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 3:35 am 
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Snickers wrote:
barb is a must for everyone to make gold,

pally is better to farm gold :P

bug: last wish have lvl20 pierce aura idk what is this


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 3:40 am 

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Why not just remove spirit and BO then balance the game accordingly? So that people who don't run health buffs can actually feel viable?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 5:30 am 
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kenyon_zhang wrote:
according to ur balance, if i get a four-player team, playing with throwing barb/summoner nec/ summoner dru/a pally, then everything could be done easy, then what is the meaning of asn/ama/sor? they are useless?! so i dont think it is a balance, it would be a breaking balance again. and how about the players without a four-player team?! kicking them out of HC?!
I mean the players without a four-player team could do bosses, even it is really hard ever. in addition, barb is a must for everyone to make gold, so this is why I ask the question: why barb is so important? and asn/ama/sor are so useless?!


The meaning of ama/asn/sorc is exactly the same as it is now. So what exactly is it unbalancing that isn't already unbalanced?

Oxygen wrote:
Why not just remove spirit and BO then balance the game accordingly? So that people who don't run health buffs can actually feel viable?


It's not a balance patch it's a bug fix patch. I have said already, I don't have the time to rebalance everything. If you want oak and bo removed, I can do that NP, but good luck dealing with current damage without any party lifebuffs.


Ares wrote:
Snickers wrote:
barb is a must for everyone to make gold,

pally is better to farm gold :P

bug: last wish have lvl20 pierce aura idk what is this

I'll go back through rws/uniques/sets and get any remaining moved skills.

Kye7 wrote:
Yeah 2 is way too low.. Make it 5 or 6..

I'll add 10 sec per bc soft level. Combat barb needs less duration than bot barb, but it sounds lie people want it nerfed/removed entirely so barb isn't required.
Snickers wrote:
Riem821 wrote:
I checked the new WW + passive combo.
To be honest, it feels weak still, at least for such a heavy skill investment.
I'll do more testing later.

I agree. I can't see a reason to really use this instead of stun ever. It barely feels better than before.

Stun still OP needs more nerf.


Additional suggestions time is up. I have the afternoon left to spend on it then i'm done, besides fixing bugs.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 6:56 am 

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I don't think we should put WW in the way it is right now.
Since we've seen that corpse explosion buffs work, is it possible to make it stack? The tornadoes feel out of place especially since no damage is done.
I think its a step in the right direction.

I think changing the buff to a mana/life/AS/crit chance bonus might be better.
Another idea would be removing the conversion % and simply adding bonus magic damage from synergy instead. This would at least not reduce the amount of leech the barb is getting and would make better use of the %.
Even still, having to max mastery, WW, windflurry and berserk is a whole lot of points just to be able to clear trash.

I don't know where the damage bonus% goes but it doesn't seem to increase damage that much.

Actually, getting rid of the magic pierce and having the DR scale a little might make it work. That, or giving damage to the nados.
We D3 now? Erm.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 7:31 am 
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Riem821 wrote:
I don't think we should put WW in the way it is right now.
Since we've seen that corpse explosion buffs work, is it possible to make it stack? The tornadoes feel out of place especially since no damage is done.
I think its a step in the right direction.

I think changing the buff to a mana/life/AS/crit chance bonus might be better.
Another idea would be removing the conversion % and simply adding bonus magic damage from synergy instead. This would at least not reduce the amount of leech the barb is getting and would make better use of the %.
Even still, having to max mastery, WW, windflurry and berserk is a whole lot of points just to be able to clear trash.

I don't know where the damage bonus% goes but it doesn't seem to increase damage that much.

Actually, getting rid of the magic pierce and having the DR scale a little might make it work. That, or giving damage to the nados.
We D3 now? Erm.

Changing buff to flat magic damage and crit

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 7:44 am 

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Ares wrote:
Snickers wrote:
barb is a must for everyone to make gold,

pally is better to farm gold :P

bug: last wish have lvl20 pierce aura idk what is this


my barb can make a quick nm inner run with over 20 million, i dont think only a pally could do that.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 8:01 am 
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kenyon_zhang wrote:
Ares wrote:
Snickers wrote:
barb is a must for everyone to make gold,

pally is better to farm gold :P

bug: last wish have lvl20 pierce aura idk what is this


my barb can make a quick nm inner run with over 20 million, i dont think only a pally could do that.


i my point was not only a barb able to farm gold other classes able to do it.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 8:03 am 

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i dont think moders really know what is playing game. playing game is not to do what the moders wants us to do, if not, it is stupid to play games. what the moders have to do is setting a good platform of game to let players find more sceret of game and get fun from it. according to the balance, everyone will play barb/dru/nec, this is a balance?! i really dont think so, and it will ruin HU to hell. a good platform of game means each kind of char could do bosses, no matter how hard it will be.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 8:12 am 
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Also one more change request.


Can we get the Oak on charge to be an oskill rather than a charge.. this way it can level up with +skills. I mean you're spending a vex.... there should be some benefit other than getting a +3 flail with a lvl 4 oak charge.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 8:26 am 
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kenyon_zhang wrote:
i dont think moders really know what is playing game. playing game is not to do what the moders wants us to do, if not, it is stupid to play games. what the moders have to do is setting a good platform of game to let players find more sceret of game and get fun from it. according to the balance, everyone will play barb/dru/nec, this is a balance?! i really dont think so, and it will ruin HU to hell. a good platform of game means each kind of char could do bosses, no matter how hard it will be.


1: This is not a content patch. So there's nothing to discover that hasn't already been discovered.
2: Everyone already plays barb/druid/nec. Its already that way... It's already that way... It's already that way... because 1.41 made it a requirement to use the most powerful builds to progress.
3: Have you played the current live patch? If you don't want boss damage reduced, melee survival increased and synergy bonuses boosted on 99% of the less played builds then stick with 1.41c by all means. It's not like you needed a broken character to progress or anything right? Killing act 5 hell bosses in less than 10 seconds with no curses, lifebuffs using jade talons is not balanced and hardly promoting build versatility


Quote:
Also one more change request.


Can we get the Oak on charge to be an oskill rather than a charge.. this way it can level up with +skills. I mean you're spending a vex.... there should be some benefit other than getting a +3 flail with a lvl 4 oak charge.

I'll bump the level up to 8, that's 60% party hp

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 8:39 am 

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i do play the alive patch, and got act3 in nm. i do agree to decrease bladesin, but i dont think it is right to make barb so important. and why people always choose barb/dru/nec? because of the skill setting, this is the true problem. what im thinking is not to make barb so important, if barb can bo and reduce enemy's damage, then his damage has to reduce a lot.
PS: i dont want bosses' damage reduced!!!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 9:41 am 

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i know its not the right place to add this comment but i just want to make sure u read RAGE, like delta say, i appreciat the time, effort u spend on trying to make this game better. fuck those who dont like it ... they should probly make their own game ;)

keep the work man... tyvm ! hope to catch u online!

iiNfluence-


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 9:50 am 
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kenyon_zhang wrote:
i do play the alive patch, and got act3 in nm. i do agree to decrease bladesin, but i dont think it is right to make barb so important. and why people always choose barb/dru/nec? because of the skill setting, this is the true problem. what im thinking is not to make barb so important, if barb can bo and reduce enemy's damage, then his damage has to reduce a lot.
PS: i dont want bosses' damage reduced!!!

Yes, and our HC team made it to the same point with an assassin (before blades were broken), a sorceress, and a bowzon in the group. They do what they are supposed to do: deal damage. Our barbs damage is complete garbage compared to everyone else because he is built to tank.

Could we have done it without a barb and druid for lifebuffs? No, but to fix that, it means mostly removing party lifebuffs. That also means killing enemy damage. That also means nerfing all summons. That also means nerfing all items. That also means buffing the builds that were strong party support so they do enough damage so people don't just roll the highest damage build because party support isn't required.

Want to take a guess how long all that would take to balance and test? Hint: it's so long that you would be playing the current patch for a full season with no adjustments.

AGAIN: This isn't a major balance update. It's bug fixes and SLIGHT balance adjustments. It's more to even things out than create a bigger gap and I'm getting tired of repeating that in every post. The core of the patch is mostly unchanged.

Ps. Bosses tend to not do much accumulative damage over 20 seconds, and by then, blades have killed them.
Try killing the council completely without blades. ;)

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 9:53 am 
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Update: redownload the second link in the op
fixed rw's with wrong auras
WW wind animation changed to show radius of the buff rather than enemy debuff radius
gale force now adds flat additional magic damage and crit chance
battle command increases shout duration by 10 seconds per level (totals 6 minutes at level 24, or 10 minutes at level 48)
stuns nova now deals 1/4 damage to surrounding enemies. Initial target takes 3/4 damage from main hit, so 100% to main target only
I checked tals ammy, all seems fine.
Hoto oak charges increased to level 8
sorc masteries gain 1% absorb to respective element per hard point
sorc masteries now grant all mastery to the other 2 elements, at 50% of the strength of the mastery sillfor that element
If you have maxed cold mast, you get the bonus you would get from fire mastery/2 for fire also
If you add a point to the other masteries, the bonus is disabled for that element.



That's the last main set of changes. The rest will be tweaks and adjustments.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 9:57 am 

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yeap, i know it will take a long time to do that, but i think reducing throwing barb's damage could be done easy.
PS:i know how to eays kill councils without bladesin.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 10:04 am 
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What's wrong with throw barb damage? They've been unchanged for ~4 patches as far as I know.

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PostPosted: Fri Jul 18, 2014 10:13 am 
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Looks good Rage...


If it's okay with Duff.. I'd like to propose a reset time of July 25th.. it gives everyone a full weekend to hit the ground running! :)


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 10:20 am 

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PureRage-DoD wrote:
What's wrong with throw barb damage? They've been unchanged for ~4 patches as far as I know.


i mean if barb could bo and reduce enemy's physical damage, then barb's throwing damage would better be reduce more, this is for balance with other chars. otherwise throwing barb is too outstanding. but throwing barb is still a good team player for bosses with cb.
in addition, the rw of holy tears seems not working with javalin.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 10:31 am 
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They could already reduce enemy damage with battlecry. Battlecry was nerfed because it's already a synergy for warcry. blade of arreat was buffed because it's not a synergy and it has no synergies so it needs to be worth the points.
We can work more on specific builds balance another time. The most important thing at the min is making sure nothing is killing bosses at a grossly high speed, and things like that.

Can we get some thorough testing on the skills that got synergy buffs, and take a look at sorc to see if you can cobble together 2 element builds (1 main, 1 sub)?

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 10:35 am 

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Dat sorc buff

FO-Firewall sorc when?
God I loved that build on Bnet.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 10:38 am 
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regarding holy tears: what runes is it supposed to be using Pul, Lum, Ber, Mal or Pul, Lum, Jah, Mal?

Everything seems fine with it. Jav itemtype is listed correctly. does it work in other throwing weapons?

Edit: forgot cold mastery was being used as a synergy for f orb. That might need to be changed.

Edit2: known issue, a soc mastery was level 1 req, left over from testing

Edit3: apparently, frozen orb synergy from cold mastery isn't actually applied anyway, so its a 40 point build. Correcting desc

Edit4: ice bolt still has the synergy from mastery though. Moving that to an armor.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 10:59 am 
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PureRage-DoD wrote:
regarding holy tears: what runes is it supposed to be using Pul, Lum, Ber, Mal or Pul, Lum, Jah, Mal?

Everything seems fine with it. Jav itemtype is listed correctly. does it work in other throwing weapons?

Edit: forgot cold mastery was being used as a synergy for f orb. That might need to be changed.

Edit2: known issue, a soc mastery was level 1 req, left over from testing

Edit3: apparently, frozen orb synergy from cold mastery isn't actually applied anyway, so its a 40 point build. Correcting desc

Edit4: ice bolt still has the synergy from mastery though. Moving that to an armor.



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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:10 am 
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K, I don't see anything wrong with it at all, jav is listed as an itemtype, along with miss. I'll add thro too maybe that'll sort it out.

couple other quick changes:
frozen orb was revieving no synergy from mastery. removed the description. Total synergy is still 40% higher than it was when it had 2 synergies as it got a 2% per point buff, and the original synergies were 2 @ 5% each
icebolt synergy from cold mastery moved to chilling armor.
energy shield gives 10% mana +1% mana per level since you can't max TK and keep es absorb % low to spread the damage over both bulbs any more. You need to go full energy or it gets popped like a boil and elemental damage just shreds it.

OP link updated

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:14 am 

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I deleted and rewrote this post 5 times.
I don't feel like magic WW is going to work.
The only thing you get from maxing WW is magic pierce which, by itself, is absolutely 100% useless. The only thing you get from maxing berserk is 20% damage conversion which doesn't do much unless you max WW and gale force.
Giving crit chance is pointless if WW isn't going to do much physical damage, as maxing WW gives less damage bonus than maxing weapon mastery.
Why max galeforce if I can max weapon mastery?

If I would ignore weapon damage and simply get magic damage on my weapon to benefit from the pierce I'd get, why would Gale force bother giving crit chance? Why spend 20 points in WW for nothing other than AR if I'm going to ignore my physical damage to focus on magic? The 20 points in WW are completely useless if for the synergy to gale force pierce. And also gale force reduces enemy physical resist.
This is hair-ripping confusing.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:18 am 
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WW is fine as it was. Changing things that don't need to be changed cause QQ as seen above.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:21 am 

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PureRage-DoD wrote:
K, I don't see anything wrong with it at all, jav is listed as an itemtype, along with miss. I'll add thro too maybe that'll sort it out.

couple other quick changes:
frozen orb was revieving no synergy from mastery. removed the description. Total synergy is still 40% higher than it was when it had 2 synergies as it got a 2% per point buff, and the original synergies were 2 @ 5% each
icebolt synergy from cold mastery moved to chilling armor.
energy shield gives 10% mana +1% mana per level since you can't max TK and keep es absorb % low to spread the damage over both bulbs any more. You need to go full energy or it gets popped like a boil and elemental damage just shreds it.

OP link updated


You've effectively killed the icebolt/frozen orb build with those changes. I made one and really enjoyed it (other than early game... ice bolt does nothing until it gets its synergies and there's no good AOE on it). Having cold mastery as its synergy made it a 60 point build and something that was nice to couple with something else (like energy shield or FA or other cold skills). Changing it to an 80 point build just cripples its versatility and there goes everyone making blizzard sorcs again.

I propose either just making orb and ice bolt the only synergies to each other and keeping the end damage the same as it currently is in the 1.41c (aka, frozen orb would be an 80% synergy to ice bolt, icebolt would be a 20% synergy to orb) or reverting the synergy back onto cold mastery. Everyone throws around a lot of stuff willy nilly with no testing, and it's just going to damage builds that were completely viable.

The energy shield buff won't help. 30-40% maximum mana is NOTHING compared to what gear gets, battle orders, etc. That's basically one boot craft or sojs worth of max% mana. The problem was two fold:

- With big damages, Energy shield became near useless because one hit would obliterate the bulb (since that doesn't get any benefit of DR% or resists).
- Everything was balanced with bigger life bulbs. HP per vitality values were pumped up, but mana per energy wasn't.

As someone with an energy shield (max energy, base vit, base strength) frozen orb/ice bolt sorceress on the current realm, I know for sure these changes are just going to completely cripple the build. Please revert them back, or I propose the following:

- Make mastery synergy for orb actually work. OR Remove the mastery synergy and change the synergies to be just icebolt as 20% per point to orb, and orb 80% synergy to ice bolt
- Orb needs to be earlier in the skill progression. Level 36 is absolutely too late for someone to get decent damage and AOE. Currently, maxed icebolt with +6 skills (skill level 26) before the synergies kick in does absolute shit damage (150 or less), which can't even keep up in act 1 normal. I propose switching the spots of blizzard and frozen orb. That gives the frozen orb build an earlier time to actually be useful, instead of waiting until middle act 3 to start being something other than a deadweight. The blizzard tree already has multiple skills and synergies throughout the entire game to be viable for both trash (glacial AOE and freeze) and boss killing.

Changing the synergy to some random armor skill won't work unless its Frozen Armor. The other two armors are pretty useless if youre not specifically in the frost nova/armors build.

In regards to Energy Shield, I'm not sure how to exactly fix it in the current patch situation, since one big hit even in the later stages of normal completely empties my 6k mana bulb (again, this is a level 60+ sorceress with every single stat point into energy). You would need a couple of things before it becomes useful again. Something along the lines of a buff of 2-3 extra mana per energy point on sorceresses along with maybe a bigger reduction per hard point into energy shield. Currently, maxing energy shield (used to be TK) makes mana bulb take 75% of the original damage. Again, since mana bulb doesn't take resistances or dr% into account, almost every hit in nightmare will just blank the bulb. I think it could use a 50-60% reduction instead.


Last edited by UmphreysMcgee on Fri Jul 18, 2014 11:38 am, edited 3 times in total.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:22 am 

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Mrawskrad wrote:
WW is fine as it was. Changing things that don't need to be changed cause QQ as seen above.

I'm trying to figure out how this could possibly work out, and everything seems to clash with each other. Why crit chance if I'm going to do magic damage? Why increase a skill damage and AR if I'm going magic damage? Why remove physical resist if I'm going magic damage?

This isn't QQ. This is me giving my opinion. Your post however, is QQ.
WW against packs of mobs was pitiful, especially compared to how good stun is.
WW is a mobile zeal. Since its so hardcoded, its apparently impossible to add a nova to the skill like stun. The idea of getting a bonus from killing mobs with WW is a nice one. I'm just not sure putting magic damage in the equation is such a good idea. The original issue was that the damage gale force was giving was very low. It could have been buffed, or the damage scaling on WW could have been increased or something else.

If gale force was modified to promote a 50-50 physical magic WW barb, I could see that working. Right now it seems to only promote going magic.

Editing this when I figure out the rest of this post.

I believe the problem is berserk. Berserk converting phys to magic is probably the problem in this equation. I don't see why a maxed gale force couldn't convert 50% of WW's damage to magical without the need for berserk.

Say, max WW, get the pierce, kill stuff, WW becomes 50% magic, shred the crap out of trash with it, the crit you get becomes useful. That would make WW a 60 points build. Wep mastery, WW and gale force. You'd have enough point to max at least increased stamina and get an average BO with that.


Last edited by Riem821 on Fri Jul 18, 2014 11:36 am, edited 1 time in total.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:32 am 
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Riem821 wrote:
WW against packs of mobs was pitiful, especially compared to how good stun is.


Which is why I gave stun an AOE nova. Not every skill needs to be the best for every job. Stun needs a nerf, I agree with Rages change to it.

WW is an amazing damage and mobility skill versus bosses. It lets you hit at 4 FPA and move out of harmful situations while doing damage at the same time. Why does it need to be an amazing trash killing spell too? That is like giving Multiple Shot arrows the ability to track and hit targets like GA. It is over kill. Not every skill needs to good in every situation. Just leave WW as it is.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:34 am 

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I think the original WW was perfectly fine as well. It does perfectly fine for trash honestly. And it's best qualities are that it hits twice as fast as any other barb melee skill and it's a damage & mobility skill.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:43 am 

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Mrawskrad wrote:
Riem821 wrote:
WW against packs of mobs was pitiful, especially compared to how good stun is.


Which is why I gave stun an AOE nova. Not every skill needs to be the best for every job. Stun needs a nerf, I agree with Rages change to it.

WW is an amazing damage and mobility skill versus bosses. It lets you hit at 4 FPA and move out of harmful situations while doing damage at the same time. Why does it need to be an amazing trash killing spell too? That is like giving Multiple Shot arrows the ability to track and hit targets like GA. It is over kill. Not every skill needs to good in every situation. Just leave WW as it is.


Then what should it be exactly? A boss killer or a trash killer? Going melee against a boss with that many attacks per second destroys you with counters, it isn't even funny. If you're going with a shield for defense so you don't explode, your damage is going to be negligible. If you go two handed without absorb (stupid thing to do), you explode.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:48 am 
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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 12:39 pm 
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UmphreysMcgee wrote:
You've effectively killed the icebolt/frozen orb build with those changes. I made one and really enjoyed it (other than early game... ice bolt does nothing until it gets its synergies and there's no good AOE on it). Having cold mastery as its synergy made it a 60 point build and something that was nice to couple with something else (like energy shield or FA or other cold skills). Changing it to an 80 point build just cripples its versatility and there goes everyone making blizzard sorcs again.

every sorc build is at least an 80 pointer if you include mastery. You can max bolt, orb, chilling (gives 10% DR to the build) + mastery and you have 30ish points left to spend on ES/FA or 2 skills from another element.

I propose either just making orb and ice bolt the only synergies to each other and keeping the end damage the same as it currently is in the 1.41c (aka, frozen orb would be an 80% synergy to ice bolt, icebolt would be a 20% synergy to orb) or reverting the synergy back onto cold mastery. Everyone throws around a lot of stuff willy nilly with no testing, and it's just going to damage builds that were completely viable.

orb had no synergy from mastery.The only synergy it was receiving was from ice bolt. So it's getting another 40% synergy bonus after I increased its synergy by 2% per point. Bolt got another 4% per point, so 160% synergy bonus spread over 2 skills. Seems like a fair trade off.

The energy shield buff won't help. 30-40% maximum mana is NOTHING compared to what gear gets, battle orders, etc. That's basically one boot craft or sojs worth of max% mana. The problem was two fold:

- With big damages, Energy shield became near useless because one hit would obliterate the bulb (since that doesn't get any benefit of DR% or resists).
- Everything was balanced with bigger life bulbs. HP per vitality values were pumped up, but mana per energy wasn't.

At some point the synergy was moved to ES itself, so to get the 25% resistance on it, you also increase how much damage its absorbing, so you cant spread it over 2 bulbs. It ruined how I used to use ES (max tk, 1 ES with 50/50 hp/mana). 40% is still ~1.5k extra mana, and sorcs get the same mana/energy as barbs get hp/vit

As someone with an energy shield (max energy, base vit, base strength) frozen orb/ice bolt sorceress on the current realm, I know for sure these changes are just going to completely cripple the build. Please revert them back, or I propose the following:

- Make mastery synergy for orb actually work. OR Remove the mastery synergy and change the synergies to be just icebolt as 20% per point to orb, and orb 80% synergy to ice bolt
- Orb needs to be earlier in the skill progression. Level 36 is absolutely too late for someone to get decent damage and AOE. Currently, maxed icebolt with +6 skills (skill level 26) before the synergies kick in does absolute shit damage (150 or less), which can't even keep up in act 1 normal. I propose switching the spots of blizzard and frozen orb. That gives the frozen orb build an earlier time to actually be useful, instead of waiting until middle act 3 to start being something other than a deadweight. The blizzard tree already has multiple skills and synergies throughout the entire game to be viable for both trash (glacial AOE and freeze) and boss killing.
I'll switch orb, but orb will get its level 1 damage reduced slightly and blizz

Changing the synergy to some random armor skill won't work unless its Frozen Armor. The other two armors are pretty useless if youre not specifically in the frost nova/armors build.
10%DR > frozen armor vs current enemy damage

In regards to Energy Shield, I'm not sure how to exactly fix it in the current patch situation, since one big hit even in the later stages of normal completely empties my 6k mana bulb (again, this is a level 60+ sorceress with every single stat point into energy). You would need a couple of things before it becomes useful again. Something along the lines of a buff of 2-3 extra mana per energy point on sorceresses along with maybe a bigger reduction per hard point into energy shield. Currently, maxing energy shield (used to be TK) makes mana bulb take 75% of the original damage. Again, since mana bulb doesn't take resistances or dr% into account, almost every hit in nightmare will just blank the bulb. I think it could use a 50-60% reduction instead.
I'll double the resistance of ES per hard point, capping at 50% resist


Replies in blue,get back to me

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 12:40 pm 
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Too much QQ about whirlwind. Reverted to 1/1 weapon damage with no additional buff. I dont have time for "I don't get it".

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 12:54 pm 

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PureRage-DoD wrote:
Too much QQ about whirlwind. Reverted to 1/1 weapon damage with no additional buff. I dont have time for "I don't get it".


The way it was at first would have problably been fine with slightly more damage (EHD bonus with the passive active). Messing around with it more would probably just be a waste of time. Thanks for taking the time to mess around with it.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 1:11 pm 
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Riem821 wrote:
Mrawskrad wrote:
WW is fine as it was. Changing things that don't need to be changed cause QQ as seen above.

I'm trying to figure out how this could possibly work out, and everything seems to clash with each other. Why crit chance if I'm going to do magic damage? Why increase a skill damage and AR if I'm going magic damage? Why remove physical resist if I'm going magic damage?

This isn't QQ. This is me giving my opinion. Your post however, is QQ.
WW against packs of mobs was pitiful, especially compared to how good stun is.
WW is a mobile zeal. Since its so hardcoded, its apparently impossible to add a nova to the skill like stun. The idea of getting a bonus from killing mobs with WW is a nice one. I'm just not sure putting magic damage in the equation is such a good idea. The original issue was that the damage gale force was giving was very low. It could have been buffed, or the damage scaling on WW could have been increased or something else.
That was because it was skill ED% and skill ed is completely worthless until you get a really high base damage weapon. If you add too much so it'smaking a big impact on a low damage weapon, then it becomes OP once you get an eth war pike or something similar.

If gale force was modified to promote a 50-50 physical magic WW barb, I could see that working. Right now it seems to only promote going magic.
It promoted both, you got crit chance (increasing physical damage to 1.6x normal) effective guaranteed crit on the magic conversion (-100 res) and flat magic damage like sanctuary aura

Editing this when I figure out the rest of this post.

I believe the problem is berserk. Berserk converting phys to magic is probably the problem in this equation. I don't see why a maxed gale force couldn't convert 50% of WW's damage to magical without the need for berserk.
So you could choose between higher chance of -enemy phys res + slow + not losing 20% attack damage to magic, and gaining crit chance. Or going heavy magic damage so you can switch to a lower physical damage, high pierce/speed weapon and kill trash with the additional flat magic damage in undead + IM areas.

Max gale + WW only = you have higher chance of getting the buff per kill, higher crit chance and -5% enemy dr
Max zerk and gale = 20% less physical damage to gain a substantial magic damage buff
Max all 3 = 20% less phys damage, but the 20% conversion deals 1.5 to 2x damage due to pierce on WW, so attack damage is 1.15 to 1.2x higher. More AR to hit more often, high chance of gale triggering, and decent flat additional magic damage.


Say, max WW, get the pierce, kill stuff, WW becomes 50% magic, shred the crap out of trash with it, the crit you get becomes useful.
It was already useful because you still had either 100% or 80% hysical damage

That would make WW a 60 points build. Wep mastery, WW and gale force. You'd have enough point to max at least increased stamina and get an average BO with that.
The damage boost was supposed to come with a choice to make, not ust the standard barb practice of max this this this and this and there's not really anything else worth maxing so nothing to choose between.


Replies in blue, but it's already switched back and i'm not going back and forth. Just seemed like a unique mechanic that you won't see anywhere else.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 1:17 pm 
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1 more data folder in the op with the following changes:

frozen orb and blizzard places switched.
frozen orb level 1 damage reduced from 30-50 to 20-40
energy shield damage resistance now scales faster and caps at 50% resistance.
max mana on es changed to 5% +1% per soft level.
whirlwind changes reverted, WW is now unchanged from its current form.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 1:48 pm 
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viewtopic.php?f=25&t=8134&p=58037#p58037

Item creation plugin to speed up the testing.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:05 pm 

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PureRage-DoD wrote:
UmphreysMcgee wrote:
You've effectively killed the icebolt/frozen orb build with those changes. I made one and really enjoyed it (other than early game... ice bolt does nothing until it gets its synergies and there's no good AOE on it). Having cold mastery as its synergy made it a 60 point build and something that was nice to couple with something else (like energy shield or FA or other cold skills). Changing it to an 80 point build just cripples its versatility and there goes everyone making blizzard sorcs again.

every sorc build is at least an 80 pointer if you include mastery. You can max bolt, orb, chilling (gives 10% DR to the build) + mastery and you have 30ish points left to spend on ES/FA or 2 skills from another element. - Didn't know that Chilling Armor gave 10%DR, that's definitely worth something and makes the synergy of chilling less of a "random synergy for the hell of having a synergy" solution. I can understand the change to an 80 point build since most others are.

I propose either just making orb and ice bolt the only synergies to each other and keeping the end damage the same as it currently is in the 1.41c (aka, frozen orb would be an 80% synergy to ice bolt, icebolt would be a 20% synergy to orb) or reverting the synergy back onto cold mastery. Everyone throws around a lot of stuff willy nilly with no testing, and it's just going to damage builds that were completely viable.

orb had no synergy from mastery.The only synergy it was receiving was from ice bolt. So it's getting another 40% synergy bonus after I increased its synergy by 2% per point. Bolt got another 4% per point, so 160% synergy bonus spread over 2 skills. Seems like a fair trade off.

The energy shield buff won't help. 30-40% maximum mana is NOTHING compared to what gear gets, battle orders, etc. That's basically one boot craft or sojs worth of max% mana. The problem was two fold:

- With big damages, Energy shield became near useless because one hit would obliterate the bulb (since that doesn't get any benefit of DR% or resists).
- Everything was balanced with bigger life bulbs. HP per vitality values were pumped up, but mana per energy wasn't.

At some point the synergy was moved to ES itself, so to get the 25% resistance on it, you also increase how much damage its absorbing, so you cant spread it over 2 bulbs. It ruined how I used to use ES (max tk, 1 ES with 50/50 hp/mana). 40% is still ~1.5k extra mana, and sorcs get the same mana/energy as barbs get hp/vit - Yea I hear ya there, although I was a huge fan of the change to ES to allow more sorcs to use it. I can see its real dilemma in not having the option of splitting up mana and life bulb damage since mana bulb doesnt have the luxury of resisting damage.

As someone with an energy shield (max energy, base vit, base strength) frozen orb/ice bolt sorceress on the current realm, I know for sure these changes are just going to completely cripple the build. Please revert them back, or I propose the following:

- Make mastery synergy for orb actually work. OR Remove the mastery synergy and change the synergies to be just icebolt as 20% per point to orb, and orb 80% synergy to ice bolt
- Orb needs to be earlier in the skill progression. Level 36 is absolutely too late for someone to get decent damage and AOE. Currently, maxed icebolt with +6 skills (skill level 26) before the synergies kick in does absolute shit damage (150 or less), which can't even keep up in act 1 normal. I propose switching the spots of blizzard and frozen orb. That gives the frozen orb build an earlier time to actually be useful, instead of waiting until middle act 3 to start being something other than a deadweight. The blizzard tree already has multiple skills and synergies throughout the entire game to be viable for both trash (glacial AOE and freeze) and boss killing.
I'll switch orb, but orb will get its level 1 damage reduced slightly and blizz -Will this only affect its damage for a level/few levels or does that have big implications on damage at end game? I'm not sure how it works. Although I think the change between blizzard and orb will be a good one for that build. It shouldn't hinder the blizzard build at all, and it'll improve the early game icebolt/FO build from useless to usable. Thanks.

Changing the synergy to some random armor skill won't work unless its Frozen Armor. The other two armors are pretty useless if youre not specifically in the frost nova/armors build.
10%DR > frozen armor vs current enemy damage

In regards to Energy Shield, I'm not sure how to exactly fix it in the current patch situation, since one big hit even in the later stages of normal completely empties my 6k mana bulb (again, this is a level 60+ sorceress with every single stat point into energy). You would need a couple of things before it becomes useful again. Something along the lines of a buff of 2-3 extra mana per energy point on sorceresses along with maybe a bigger reduction per hard point into energy shield. Currently, maxing energy shield (used to be TK) makes mana bulb take 75% of the original damage. Again, since mana bulb doesn't take resistances or dr% into account, almost every hit in nightmare will just blank the bulb. I think it could use a 50-60% reduction instead.
I'll double the resistance of ES per hard point, capping at 50% resist - Appreciate this. I think it'll make ES a viable thing now again with the bigger damage numbers.


Replies in blue,get back to me


Replies in red, overall I think they're pretty good ideas/solutions.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:14 pm 

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Any chance Mercs could get a quick life buff to make them potentially useable?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:19 pm 
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Quote:
Will this only affect its damage for a level/few levels or does that have big implications on damage at end game? I'm not sure how it works. Although I think the change between blizzard and orb will be a good one for that build. It shouldn't hinder the blizzard build at all, and it'll improve the early game icebolt/FO build from useless to usable. Thanks.

only the first level damage is dropped by just because its base damage is balanced for level 36 rather than 28. it'll have little impact on damage after that

Quote:
Any chance Mercs could get a quick life buff to make them potentially useable?

will do

25% hp buff, doubled def

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:37 pm 

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hm

blizz at 36. youre screwing me!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:44 pm 

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ao2005 wrote:
hm

blizz at 36. youre screwing me!


You should be using other skills then like glacial you nub!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:49 pm 
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I'm running a bowazon

Max GA
Max MS
Max Perfection
Max Strategy
Max Critical Strike

Im wearing con ring / wisp
Amulet is maras


Armor is rainbow cloak
Gloves leather of broc
lenymo sash
pluckeye shortbow...



whenever I kill a champ it spawns a red TP that leads back to camp


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:50 pm 
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sorry its happening at skeletons in stony field.. thats all I've seen it from.. I'm up to like 20ish portals


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:52 pm 
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That'll be skeletons! I use them as a test subject, forgot to change monprop bac to normal. Fixed

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:59 pm 
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That's why we test no biggy! it's interesting I dind't think there could be this many portals :|


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 2:59 pm 

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muleofal wrote:
ao2005 wrote:
hm

blizz at 36. youre screwing me!


You should be using other skills then like glacial you nub!


i do ya wanker! and those portals are lol


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PostPosted: Fri Jul 18, 2014 3:14 pm 
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I notice a file called silldescrip.txt

missin the k.

edit: Guess this is the backup? It's last timestamp is prior to SkillDescrip.txt

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PostPosted: Fri Jul 18, 2014 3:40 pm 
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yeh its an old backup haven't removed yet

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 3:41 pm 
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anyway to beef up hammerdins? They do not get life buffs from holy shield and are still relatively expected to stand right next to bosses..... I still think they should pierce undead and demon resists like the old hammers.. I mean if you can stand that close without the life buffs you kind of deserve to do 19k end game to bosses :P


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PostPosted: Fri Jul 18, 2014 3:53 pm 
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hirelings hp increased by 25% and defense doubled
blessed hammer received bypass demons again. synergy dropped back to 18%

Link in OP updated

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 5:28 pm 
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WW rebuffed. It attacks slower than fury, you can't drink pots during it and barb damage is terrible unless you throw. See OP.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 5:52 pm 

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the new ww looks fine. a decent addition for trash-killing on barbs. gale force wont proc without corpses/dying monsters, so the bonuses wont even be useful vs act boss encounters. this is purely an aoe boost for trash killing.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 6:12 pm 

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What file do I edit to get me to different acts?


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PostPosted: Fri Jul 18, 2014 6:34 pm 
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need to do that via udietoo or hero editor, make the char and set acts/wps/quests.

I'll make a HU specific program for all this before the next major patch so testing is easier, to let you spawn mobs or warp to specific levels etc.

Testing seems well underway, so i'll leave you guys to it. will make a new thread for bug reports

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 6:41 pm 
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For anyone who wants to test on open and is having trouble connecting to games etc. set up a hamachi network:

http://hamachi.en.softonic.com/

Room set up
Network Name: HU1.41d
Password: 123

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 9:06 pm 

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i really think gale forec is an interesting idea, but i have further thinking about it. I think gale force would be used against bosses, otherwise it is nothing for just against trash. but the skill would be change like:
1 gale force is a skill and use ww to attack;
2 physical damage reduced to 50%;
3 when striking, all targets get slow down 30%(more or less, but -50
% is too low), no physical res reduced;
4 can drink potions druing attack;
5 previous synergy is ok.
i think the change would make melee barb more interesting to play.
in additon, i think the range of war cry should be increase a little bit, because the damage of monsters increase a lat.


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PostPosted: Fri Jul 18, 2014 10:45 pm 

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WCs reduced to 2 minutes, does that mean they gain duration from levels??? Recasting every 2 minutes really blows ass and is really a 1999 feature...


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PostPosted: Fri Jul 18, 2014 10:49 pm 
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it increases duration with battle cry. if u want a bo bitch u have to max BC is what im understanding


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 10:55 pm 

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I don't want a bot, I'd just like to not have to worry about recasting. :P


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 18, 2014 11:05 pm 

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Also does this mean that Flame Wave is going to work and receive bonuses from +skills? And Battle Command doesn't have a tooltip.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 19, 2014 3:55 am 
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For some reason, idk why the game don't care what I do it doesn't seems to work. I copied the files in a new duplicated folder of the orginal HU but has no effect :S
I tried to run as admin but no effect. Still the same as 1.41c.
(Win7 64bit)


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 19, 2014 7:17 am 
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You likely need to run D2ModSetup Doxorn.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 19, 2014 9:18 am 
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works fine, thanks!
Ready for testing! :)


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 20, 2014 2:27 am 

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Wow this patch looks awesome.. I might take some time off to Dota 2 and give the reset a run again. : ) thanks Purerage for your efforts as well as Pious and the rest in charge of everything. And hammers bypass again?!?!? Hammerrrrrrr timeeeee :D

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 20, 2014 12:48 pm 
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Updated the test patch in the OP with minor bug fixes included. ust 1 link there now, it has everything included. Once all is cleared and good to go I'll pack it.

Changelog is complete and cleaned up.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 20, 2014 4:02 pm 
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Link in the OP has something new to test.

Baphomet in trist drops a book that will warp you to Act 1 town when right clicked. So you don't need to save/exit all the time when you reach the end of a dungeon.

Run D2ModSetup to instal that.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 20, 2014 5:39 pm 

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The tome works well but the fact it spawns unidentified is weird because it works even if you don't ID it. Not really a problem though.


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PostPosted: Sun Jul 20, 2014 5:43 pm 
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It spawns un ID'd because its a unique item so I can enable "carry 1". It can be used in later patches for stuff like, "X new boss drops an item you can cube with your tome to add X stat to it"

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PostPosted: Sun Jul 20, 2014 8:12 pm 

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I'm assuming it isn't only act 1 but whatever act town you are in?


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PostPosted: Sun Jul 20, 2014 9:15 pm 

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Snickers wrote:
I'm assuming it isn't only act 1 but whatever act town you are in?

Right now, its only act 1.


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PostPosted: Sun Jul 20, 2014 9:50 pm 
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"buffed LoS barbarian. enjoy."

What is this?


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PostPosted: Sun Jul 20, 2014 11:25 pm 

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Kye7 wrote:
"buffed LoS barbarian. enjoy."

What is this?


I think it was pious that was complaining about the barb being too easy.


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PostPosted: Sun Jul 20, 2014 11:55 pm 
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I unlocked Talic's AI so other units can use whirlwind correctly. The current LoS barb uses duriels AI, and only uses WW when you are out of range, so will never WW through you. New barb is like a beefed up talic.

Warp Tome takes you to A1 town because there is no way to check the current level ID and adjust the target level to warp too. (at least not with the time I have).

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Tue Jul 22, 2014 6:57 pm 

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Hey I'm kinda new to the mod (played for a week) and I have heard that after 1.41d is officially released that the characters will be deleted. I was looking around a little in the forums and couldn't find a date, but I was wondering if you had an Idea when this was going to be finalized and characters deleted? Great Mod and absolutely can't wait to get started on a character I'll have for a while after the patch. Thanks :D


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PostPosted: Tue Jul 22, 2014 6:59 pm 
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That I don't know. I'm just waiting for the green light to pack it all up and send it to the people who deal with that side of things.

Edit: I'll adjust the music so it's roughly as it should be. If any of it is wrong it can be changed clientside later.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 23, 2014 5:57 pm 

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yea we have the OK from duff to reset if need be with 1.41D. i understand that the changes made require a reset? if we wanted to could give it more time and make the reset more-so worthwhile.

if everything is tested and ready to go then we can proceed though.


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PostPosted: Wed Jul 23, 2014 6:00 pm 
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Pious wrote:
yea we have the OK from duff to reset if need be with 1.41D. i understand that the changes made require a reset? if we wanted to could give it more time and make the reset more-so worthwhile.

if everything is tested and ready to go then we can proceed though.



What you thinking? I uploaded all packages and cores but if you got something interesting planned I wanna hear it!. Log in if you can, i'm in channel

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 23, 2014 6:17 pm 

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I'd be all for waiting another week and a half if it means we could balance a few more things, especially end-game. If nothing is going to be added might as well just put it out. Most people are not going to be looking for bugs regardless of what happens.


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PostPosted: Wed Jul 23, 2014 8:39 pm 
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We are gonna hold off for a couple of days to add a little new content.

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PostPosted: Wed Jul 23, 2014 9:11 pm 

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PureRage-DoD wrote:
We are gonna hold off for a couple of days to add a little new content.


New content means more testing, more testing means way more than a couple of days. Is the content being added really worth it? What is being added?


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PostPosted: Thu Jul 24, 2014 8:13 am 
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Stuff being added is already ~80% tested as it was planned and the basics worked out months ago by myself and slappy. Remember this is the very last patch for quite a while so now is the time if you want something new to explore.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 24, 2014 1:44 pm 

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Yes i agree with... but tell me how many sockets will have in this patch:
Tomb Reaver Giant Tresher - end game weapon
is it gona be 3 or 2 socket, is it indestructable?
Yes yes i will agree to wait longer but this dilema have to perish i need to Know! otherwise... :mrgreen:


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PostPosted: Fri Jul 25, 2014 3:11 pm 
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There is going to be a fresh reset? am i reading correctly?

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PostPosted: Fri Jul 25, 2014 5:26 pm 

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Yes. Soon.


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PostPosted: Fri Jul 25, 2014 5:35 pm 

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PureRage-DoD wrote:
Stuff being added is already ~80% tested as it was planned and the basics worked out months ago by myself and slappy. Remember this is the very last patch for quite a while so now is the time if you want something new to explore.


Can we look at blessed hammer animation? It is awkward to kill things with it, instead of being spaces between the hammers, can the hammers have a trail behind it that cause damage also? In tight corners and corridors its annoying to hit monsters with.

Are Frenzy barbs going to be viable tanks at all in new patch?

Will druids be able to tank as well as the paladin and barb? Maybe feral can help them to tank to a closer level with barbs?

I also think blade sentinel should expand outward in a circular motion. If all it does is go straight its a slow blade fury. It would be better for trash, killing since blade shield area of effect is small.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 6:41 pm 
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Changes are pretty much finished, I just started uploading patches.

As far as tanking goes, as I didn't have time to go through every monster and adjust everything to be perfectly manageable (just blanket nerfs to mobs) I have done the following, (for this patch only).

1: max res is capped at 85. There are a few sources of + all max res. 1 source is the return tome. After completing each of the 3 new level restricted dungeons, you get a token that will add 2% max res for each difficulty (+6% max res when finished). There is also a unique ring that gives 4%, but it's level 95 and only drops from the level 90-94 restricted dungeon boss.
6% max res means you take ~22% less elemental damage, hopefully enough so you don't get 1 shot and can make use of absorb %.
(The max res should be removed when monsters are rebalanced next patch)
2: DR% caps at 60%. 10% more DR = 20% less damage taken than when you had 50%.
3: Monster hp table for 1-4 players has been reduced by 50, so 250, 250, 250, 300 etc. instead of 300, 300, 300, 300 etc.

I have both d2se and non dse cores uploaded, + the LITE version. Full will have to wait until tomorrow.

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PostPosted: Fri Jul 25, 2014 6:56 pm 
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See OP, both up to date cores and the LITE version are ready for testing.
Read the map sold by akara for info on what to do to access level restricted stuff.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 7:04 pm 

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I think that not allowing level 36 characters to do the challenges isn't fair toward some builds.

I tried using the return tome just to go back to town, it didn't work.
I also tried doing the first challenge, couldn't teleport.

Edit3: I use D2SE


Last edited by Riem821 on Fri Jul 25, 2014 7:13 pm, edited 2 times in total.

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PostPosted: Fri Jul 25, 2014 7:12 pm 
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Find a friend, or do what we know people are gonna do and make a character that will sit at the max level for each challenge to pull the other chars through. Each one is designed so you need co-ordination and teamwork though rather than brute force, even an underpowered build can kite adds or draw fire from certain mobs so the others can focus on the boss.

Run D2ModSetup (if it asks to remove click yes then run it again)

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PostPosted: Fri Jul 25, 2014 7:14 pm 
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Ugh fuck my life, i put a d2mod.ini in with the patch that will overwrite the one in the core. Redownload the core and extract after the patch

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PostPosted: Fri Jul 25, 2014 7:19 pm 

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Well now the return tome works, but I can't get in the first trial. I'll try getting another tome from baphomet, just in case. My character is 35. I'll try bumping him down a few levels and see how it goes.

Edit: got a new tome from Baphomet, dropped to level 33. Even after using a map from akara, I'm only warping to the act 1 camp. Challenge isn't working so far.
And yes, I'm using it within the 10 seconds.


Last edited by Riem821 on Fri Jul 25, 2014 7:24 pm, edited 1 time in total.

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PostPosted: Fri Jul 25, 2014 7:21 pm 
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buy a map from akara

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PostPosted: Fri Jul 25, 2014 7:24 pm 
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Never mind, I forgot to change the stat used in the calcs. For testing, it uses strength so you can quickly change your str to the value your level would need to be. Get 25-35 strength then do it. I'll switch it to level tomorrow

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PostPosted: Fri Jul 25, 2014 7:33 pm 

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So what am I supposed to do with the orb of prevention exactly?


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PostPosted: Fri Jul 25, 2014 7:37 pm 
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That's not the boss, it's part of the mechanic, the boss is around the corner, pull him to the orb.

Ps. you might wanna tcp/ip these as they are designed so 1-2 people do 1 thing and 1-2 do another. So for soulstealer, 1 group would deal with adds and draw fire from the orb, while the other group deals with the boss.

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PostPosted: Fri Jul 25, 2014 7:42 pm 

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PureRage-DoD wrote:
That's not the boss, it's part of the mechanic, the boss is around the corner


Oh okay I need to bring the boss next to it to remove his immunities.
Also, what is soulstealer's quarters? I haven't seen a map with that name and the "Plain of completion" is a pretty weird looking area.


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PostPosted: Fri Jul 25, 2014 7:43 pm 
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plain of completion is the quarters, I need to change the string on the scroll.

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PostPosted: Fri Jul 25, 2014 7:53 pm 

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Alright, I got it to work.
Strange new ring you got there. Any other surprises like that?
Wait what, there is more than one Band of Souls?


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PostPosted: Fri Jul 25, 2014 7:57 pm 
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3 possible from each boss

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PostPosted: Fri Jul 25, 2014 8:21 pm 

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I tried doing the nightmare one. Unless I'm doing something horribly wrong, soulstealer doesn't seem to lose his immunities in nightmare. In normal, just bringing him close to the orb of prevention was enough to remove his immunities and make him killable. In nightmare, I have no idea what I need to do to make him killable.


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PostPosted: Fri Jul 25, 2014 8:26 pm 
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remember the tome is looking at strength rather than level at the min. Increase your base strength to the appropriate level for the NM trial and it'll take you to the correct map. It's not being removed in NM because you won't be doing soulstealer in NM as its for level 25-35 in norm.

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PostPosted: Fri Jul 25, 2014 8:29 pm 

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Forgive me for being retarded, how do I download these? The speedy share download button downloads a .exe that wants me to install the download manager, and I do not see any other buttons to download it?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 8:36 pm 
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click the file name at the top of the page

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 8:37 pm 

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:)


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 9:10 pm 

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I did both the Normal and NM ones. I'm confused about where to transmute them I think. Either that or transmuting them doesn't add the resist bonus. I transmuted both in both the cavern the boss was in and in the portal the boss spawns (what is the point of that portal?)

Edit: The hell one shit on my hacked barb.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 9:16 pm 

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My game crashes while transporting to the hell challenge area.

Unhandled exception Access Violation C0000005


Last edited by Riem821 on Fri Jul 25, 2014 9:19 pm, edited 1 time in total.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 9:16 pm 
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you have to be within the correct level range and on the plain of completion map for the recipe to work. it's an anti cheese check so you cant just mule a dozen scrolls for upcoming characters.

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PostPosted: Fri Jul 25, 2014 9:16 pm 
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Riem821 wrote:
My game crashes while transporting to the hell challenge area.


error code?

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 9:32 pm 
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thats just a generic code. delete all log files in you hu folder (D2YYMMDD.txt) then recreate the crash and send me that log file

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 9:42 pm 

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There you go.
Couldn't upload a txt on the forum so I put it up here.
http://pastebin.com/qgRp90FK


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 9:58 pm 
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turn sound off (check the -ns box in d2se. The level is pointing to a non-existant line)

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 10:51 pm 

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Hell challenge map:
Nothing but perma respawning mobs with shifting immunities. In a gigantic maze. With no map.
Is it just me or is that insane?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 10:57 pm 
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I suggest running it in normal until you find a route to the boss, then trace your steps in hell. There are 3-4 ways to reach him

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 11:00 pm 

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nice!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 11:01 pm 

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PureRage-DoD wrote:
I suggest running it in normal until you find a route to the boss, then trace your steps in hell. There are 3-4 ways to reach him

Took me around 10-15 minutes to find the boss. Unkillable mobs are extremely annoying. Even if you remove the bodies they respawn. In player 1 hell, most have what, 400-600k hp?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 11:05 pm 
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and make liberal use of stun, knockback, slow, confuse, dim vision or cloak of shadows

They don't have much more hp than hell act 4-5 mobs, high res tho, stack pierce. You aren't supposed to kill them all, just fight through them to reach the boss and stick someone on add duty so you can focus on the boss.

You can gather a big group and ditch them in big rooms to create small safe zones.

Edit: they are killable, they just spawn a new mob 15 seconds later. pull from ahead to behind you > destroy as many as possible > move to clearing before they repop.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 11:17 pm 
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The rewards are worth the effort: (they also have a -stat now too)
Image
Image

Especially including the additional bonuses added to the tome

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Fri Jul 25, 2014 11:37 pm 
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Patch link in OP updated with fixes:

Fixed desc on scrolls
removed old d2mod.ini
minor nerf to hell trial barbarians
wrong sound file being used for hell map fixed
fixed calc for return tome, it uses level now as it should, instead of strength.


Full being uploaded now while i sleep.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 12:07 am 
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Found 1-2 final bugs before bed, cos duration was 1 sec again and NM trial boss didn't have a hat equipped.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 12:18 am 

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PureRage-DoD wrote:
Found 1-2 final bugs before bed, cos duration was 1 sec again and NM trial boss didn't have a hat equipped.


Just FYI Thrack in hell is brutal as fuck. I been walking on a decked out barb with 30k life and thrack will half me in 2 hits. The nados and his spear through the floor thing need to be toned down a bit. Just a suggestion.

I think you need to remove like 2 or 3 zerkers from the alchemel room also in hell.

Nevermind I hadnt downloaded new patch. these areas are much more viable now.


Last edited by Delta on Sat Jul 26, 2014 8:54 am, edited 1 time in total.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 7:12 am 
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links for Full and Lite both up. both have minor bug fixes.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 7:50 am 

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so i was walking around in dark woods and ran into an orb of prevention. doesnt appear to be able to take dmg. shoots lit n stuff, summons skeletons. is that supposed to be there?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 8:24 am 
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no >< I'll get that sorted

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 8:26 am 

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might be an install issue on my end, i think its supposed to spawn in the lvl challenge area, but it spawned in dark wood instead. i went in to the lvl challenge area and there was the boss with full immunities but no towers in the area.


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PostPosted: Sat Jul 26, 2014 8:44 am 
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yeh thats because it's superunique so can only spawn once per game. I don't have the original HU job.txt for the map editor that has everything placed on it, so I'm having to rewrite it as I go so the editor works as it should.

Got it sorted, I'll send a data folder rq for you do check with before i pack it.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 8:50 am 

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i went in w/o taking any wps first and the tower spawned there as its supposed to. btw after i go in is there a difference in bonus between the 3 tp orbs?


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PostPosted: Sat Jul 26, 2014 8:55 am 
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No it's just to spread a stat throughout the room that is checked for the cube recipe. If that stat isn't on you, the cube recipe fails.
Because cubemain can only check 1 stat at a time to see if a recipe is valid, I make 4 recipes, with 3 of them being dummy recipes that return the tome without the bonuses. There's 4 recipes per upgrade
First: is level below required level? if yes, return the item without adding any bonuses
second: is level above required level? if yes return the item without adding bonuses
third: is challenge complete stat on the character? if no, return the item with no bonuses
fourth: has the item already been upgraded with this item? if no, add bonuses, if yes, do nothing
I also need to add level reqs to it, i forgot. adding that now, heres a data folder with fixed orb spawn.

http://www.speedyshare.com/W9TuP/download/data.exe

Edit:
Made the 3 "fail safe" recipes for each upgrade return the scroll too rather than consume it so it's obvious the recipe failed, and made it increase level req to the minimum level required for each upgrade. So norm trial bonus sets it to level 25 req, norm +nm = level 75, etc.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 9:04 am 

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bout to test nm. lets c how it goes


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 11:52 am 
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Data folder with a couple bug fixes.
Es mana% wasnt being applied
static field was using the wrong duration

http://www.speedyshare.com/tmGF3/download/data.exe

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 1:48 pm 
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I took a quick look at boss physical damage and it needed to change badly. Some bosses were doing 4000% to 6000% the damage of a monster of equivalent level. So a mod with 300 base damage in monlvl.txt using a 6000% multiplier in monstats.txt = 18300 per physical hit. Way too high. I lowered all those excessive %'s back down to around double the values of 1.3g for bosses. Trash mobs remain untouched.

Current version had physical damage from some bosses up to 10 times higher than 1.3g.

Grab the data folder in the op (after you get the core and main patch

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 1:51 pm 
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Was this 6000% boss dmg issue also the case in 1.41c?

Also, update on the ETA so I can know when I can start playing again? :D


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 1:52 pm 
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Anyone who is testing please check boss damage at appropriate level/hp values.

Edit: no the 6000% multiplier is a 1.41 issue. It varies between 2000% (21 times the damage of regular mob) to 6000% (61 times the damage of a regular mob)
Edit2: I'm looking for bosses who do too little damage, not bosses who do too much damage. I don't have time to get this absolutely perfect at the minute, so too high will have to do, but too low isn't acceptable.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 4:25 pm 

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Can someone check the vengence runeword on a war pike versus like last wish on a colossus blade? I feel like there is something going on with the speed or AR or something. I feel like the vengence should hit more with the higher IAS, but I feel like I kill a ton faster on the cb. I was running on a barb when I was testing this.

Also, I still think you need to remove a zerker or 2 from Alchemels room, at least in hell.


Last edited by Delta on Sat Jul 26, 2014 5:25 pm, edited 1 time in total.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 4:37 pm 
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Believe me, none are too low.. (none that I know of)
If you count being able to two-shot you instead of one-shot you as too low... There might be a problem lmao.

So it WAS an issue in 1.41c?
I'm assuming 1.41 extents to 1.41b, and so on

Again, can't wait for this. Miss coming home from work and hopping on D2.
Best of luck on everything!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Jul 26, 2014 4:55 pm 
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yeh sorry, i was thinking you meant 1.3 for some reason.

2 shots i can live with for now. It's kinda hard to find a good middle ground for damage with hp values so variable between party setups and character to character.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 11:01 am 
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did anyone consider that bosses can crit? 2-shot normally = 1 shot crit, and that's like 20% for every boss?

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 2:45 pm 

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slappyNuts wrote:
did anyone consider that bosses can crit? 2-shot normally = 1 shot crit, and that's like 20% for every boss?


i believe this new patch has placed boss damage in a much better place. the crit applies to the physical hits and with the 60% dr cap + boss dmg nerfs + char buffs many chars should work now. the elemental spells are still going to be brutal though but at least that part cant crit.


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PostPosted: Sun Jul 27, 2014 3:00 pm 
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5% crit chance, so 1 in 20. 60% DR should be enough to prevent a 1 shot with crit too. If not, well, bummer. I'm kinda nervous adjusting stuff from 4000-6000 down to 900-1000 as it stands. That's WAAAAAY more of a reduction to something than I'm comfortable making already. I usually deal in 5-10% adjustments, not 70-80% at a time.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 4:30 pm 
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dr% cap got bumped to 60%?

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 4:32 pm 

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Man this whole data folders thing and all of that extra files etc, just completely tore up all of my characters. Now I'm getting bad inventory data for characters. Couldn't get the level trial to work at all. Frustrated as all hell.

Help?


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PostPosted: Sun Jul 27, 2014 4:34 pm 
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make a new char for each patch youre testing (name it accordingly). I do this to avoid bad inventory data

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 4:36 pm 

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slappyNuts wrote:
make a new char for each patch youre testing (name it accordingly). I do this to avoid bad inventory data


I can't even buy the scroll anymore for the level trial. And when I was able to, I couldn't get the level trial to spawn/work.

It seems like some of his data folders are overwriting his other data folders.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 4:48 pm 
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Download the core > patch > data folder (delete existing data folder) in the OP. The data folder in the OP only has the files that have changed since the patch linked in the OP.

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PostPosted: Sun Jul 27, 2014 4:50 pm 

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PureRage-DoD wrote:
Download the core > patch > data folder (delete existing data folder) in the OP. The data folder in the OP only has the files that have changed since the patch linked in the OP.


I've done this and both the return tome and the akara thing dont work. I consume the akara scroll, and then click the return tome to find nothing happens. The return tome is not working either by itself to return me to town.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 4:53 pm 
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Run D2ModSetup, new code edits introduced and be sure you get the core and main linked patch in the OP. The data folder only has bug fixes found in the last day or 2. Most of it is in the patch.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 5:50 pm 

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Can you take a look at HolyFreeze? It seems the pulse damage doesn't show on the skill description, only in the LCS.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 5:55 pm 

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Riem821 wrote:
Can you take a look at HolyFreeze? It seems the pulse damage doesn't show on the skill description, only in the LCS.


so you know if you're doing 12 damage or 30 damage in an area?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sun Jul 27, 2014 6:15 pm 

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Pwlloth wrote:
Riem821 wrote:
Can you take a look at HolyFreeze? It seems the pulse damage doesn't show on the skill description, only in the LCS.


so you know if you're doing 12 damage or 30 damage in an area?

The other 2 Holy auras show much much pulse damage they do. Why is Holy freeze the only one that doesn't?

On top of that, the level 20 pulse damage of holy fire and holy freeze are about 20% of what holy shock does at 20. Is it me or thats a really huge gap?


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PostPosted: Sun Jul 27, 2014 6:55 pm 
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pulse damage added to description.

Damage is higher at level 20 because there is a 22 level gap between fire/shock and shock has 1 minimum damage. Add the min and max then /2 for each skill. There is also better gear catered towards fire/cold holy auras, and better ways to spread that damage (exploding/freezing arrows)

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Mon Jul 28, 2014 11:07 am 

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Hi, i was testing out F orb / fwall build on tcp//ip this morning, and it resulted that forb cant even kill trash fast enough on a5 hell to stay alive , i was using self oak from wisp and bo from barb wit 5x + skill in inv like if i add the skill charm from hell boss and inv was full of 20life+15mana sc and 1x 10% increase mana and life sc, i add 100 pierce to cold. and mastery + synergies to f orb was all maxed. probly some dmg should be added to the skill if we want this to be at least a trash killing skill end game :|.


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PostPosted: Mon Jul 28, 2014 11:15 am 

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iiNfluence wrote:
Hi, i was testing out F orb / fwall build on tcp//ip this morning, [...]probly some dmg should be added to the skill if we want this to be at least a trash killing skill end game :|.


It's an issue for a lot current characters. Instead of buffing every skill, the HP/Resistances of Monsters should be toned down again to slighty buffed 1.3 values.


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PostPosted: Tue Jul 29, 2014 8:41 am 
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Do we have an ETA with Duff at this point? because I think today being my birthday and all would be a wonderful time :) haha.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Tue Jul 29, 2014 9:30 am 

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Well considering that the game has been unplayable for 4 days and nobody cares enough to add more hosts or reset, I'd say hoping for a new patch is a little far-fetched. Looks like this mod is done.


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PostPosted: Tue Jul 29, 2014 9:38 am 
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I should have just hosted a gameserver and new realm for testing little late now though.


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PostPosted: Tue Jul 29, 2014 11:53 am 
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Ensley03 wrote:
Well considering that the game has been unplayable for 4 days and nobody cares enough to add more hosts or reset, I'd say hoping for a new patch is a little far-fetched. Looks like this mod is done.


Patch is ready, the reason it's been delayed is because there's a grand total of 6 people actually testing. If something goes wrong, will the blame be put on the people who didn't bother helping to test or will it be put on someone else I wonder? :roll:

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PostPosted: Tue Jul 29, 2014 11:56 am 

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i would appreciate it a great deal if some folks just did a boost run thru norm to make sure nothing is busted. u can use a lvl 99 char with all the best gear. the point is to make sure there aren't broken portals, or busted quests, or just things way out of place.

as long as nothing is broken, the final version can be sent to duff and the reset can be had soon after.


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PostPosted: Tue Jul 29, 2014 11:57 am 
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there's no room for QQ this time around. People had a chance to test and you did a great job Kev.


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PostPosted: Tue Jul 29, 2014 1:23 pm 

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hunterAS wrote:
there's no room for QQ this time around. People had a chance to test and you did a great job Kev.


will we be able to start games?


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Tue Jul 29, 2014 7:01 pm 
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PureRage-DoD wrote:
Patch is ready, the reason it's been delayed is because there's a grand total of 6 people actually testing. If something goes wrong, will the blame be put on the people who didn't bother helping to test or will it be put on someone else I wonder? :roll:


You know it's your fookin fault. Get ready to be reminded a tremendous amount of the coming weeks. :evil:

But honestly, got a lot of interesting things put in to this one, plus some fun stuff from the last one. Hopefully easing back on a few damage issues will help some.

Cheers to everyone that worked on both!

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Tue Jul 29, 2014 7:17 pm 

Joined: Wed Sep 02, 2009 2:41 pm
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PureRage-DoD wrote:
Ensley03 wrote:
Well considering that the game has been unplayable for 4 days and nobody cares enough to add more hosts or reset, I'd say hoping for a new patch is a little far-fetched. Looks like this mod is done.


Patch is ready, the reason it's been delayed is because there's a grand total of 6 people actually testing. If something goes wrong, will the blame be put on the people who didn't bother helping to test or will it be put on someone else I wonder? :roll:


OOOOOHHH!! I know the answer to this!!! I'll start it off by blaming......

SLAPPY! Its his fault the future updated patch wasn't tested properly! Slappy, you dirty, no good, sonofabitch! You've RUINED it due to your lack of Testing!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Tue Jul 29, 2014 9:34 pm 
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Delta wrote:
PureRage-DoD wrote:
Ensley03 wrote:
Well considering that the game has been unplayable for 4 days and nobody cares enough to add more hosts or reset, I'd say hoping for a new patch is a little far-fetched. Looks like this mod is done.


Patch is ready, the reason it's been delayed is because there's a grand total of 6 people actually testing. If something goes wrong, will the blame be put on the people who didn't bother helping to test or will it be put on someone else I wonder? :roll:


OOOOOHHH!! I know the answer to this!!! I'll start it off by blaming......

SLAPPY! Its his fault the future updated patch wasn't tested properly! Slappy, you dirty, no good, sonofabitch! You've RUINED it due to your lack of Testing!


lol wtf man

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 8:10 am 
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CLASSIC slappy.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 10:17 am 

Joined: Tue Aug 03, 2010 2:59 pm
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I can test on single player with some buffed character thru normal mode. I got like more then half day spared so i can do this. Just tell me what should i looking for i didnt play mod 2.5years.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 10:56 am 

Joined: Wed Dec 12, 2012 7:24 pm
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Since this mod is beyond worthless now I'm just going to uninstall if the patch/servers aren't fixed tomorrow. My friend will probably be doing the same.


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 11:02 am 
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k

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 12:26 pm 
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Goodbye

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 12:32 pm 
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Ensley03 wrote:
Since this mod is beyond worthless now I'm just going to uninstall if the patch/servers aren't fixed tomorrow. My friend will probably be doing the same.


Yup, see Rage. Ensley and company are leaving. I mean the patch isn't out yet and already it is your fault! HA! (i hope you sense the joke over the internets).

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 2:41 pm 

Joined: Wed Sep 02, 2009 2:41 pm
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kramuti wrote:
Ensley03 wrote:
Since this mod is beyond worthless now I'm just going to uninstall if the patch/servers aren't fixed tomorrow. My friend will probably be doing the same.


Yup, see Rage. Ensley and company are leaving. I mean the patch isn't out yet and already it is your fault! HA! (i hope you sense the joke over the internets).


Clarification! Its Slappys fault! AND I'm going to blame you too!


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 2:41 pm 

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Ensley03 wrote:
Since this mod is beyond worthless now I'm just going to uninstall if the patch/servers aren't fixed tomorrow. My friend will probably be doing the same.


See ya man! All the best! :cry:


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 5:06 pm 
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OP updated with finalized patches and cores.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 5:46 pm 

Joined: Mon Aug 31, 2009 7:13 pm
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Ensley03 wrote:
Since this mod is beyond worthless now I'm just going to uninstall if the patch/servers aren't fixed tomorrow. My friend will probably be doing the same.

alrt l8r


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 5:52 pm 

Joined: Thu Jan 17, 2013 9:13 pm
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don't worry ill make sure he plays


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Wed Jul 30, 2014 7:13 pm 
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Link for FULL was outdated, I'll upload the correct one tonight. Download LITE for now.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Thu Jul 31, 2014 4:46 am 
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FULL link up.

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 Post subject: Re: 1.41d Test Patch links
PostPosted: Sat Aug 02, 2014 5:24 pm 

Joined: Sun Oct 27, 2013 5:12 am
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fix szaak xp in a5 to prevent power leveling to 60+ in norm
not sure if this got fixed, dont have time to test


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 Post subject: Re: 1.41d Test Patch links
PostPosted: Tue Aug 12, 2014 9:09 am 
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God speedy share is slow lol.....


I'm going to upload some of these versions to my skydrive and provide a link once I get them.. or can anyone send me the files through another means so I can upload them?


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