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 Post subject: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 2:11 am 

Joined: Wed Dec 12, 2012 7:24 pm
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Edit: Well, more testing has been done as more stuff has been added. If you all want this (or something close to it?), speak up and Duff might do it!

-Increased Sorc Mastery damages:
Fire Mastery: 65%+8/lvl
Cold Mastery: 65%+8/lvl
Lightning Mastery: 65%+12/lvl

-Reduced duration of Sorc armors and Enchant to 5 minutes

-Increased life and defense per slvl of wolf, dire wolf, grizzly, valkyrie, skeletons, golems, and death knight by 10% and slightly improved their DR/Resists (8-10%). Reduced the resist and DR of vines so they aren't unkillable anymore but should still be fairly tanky.

-Added faster block rate to Weapon Block equal to the block chance, and increased the block chance maxmimum to 55%. Changed the formula to be standard progression, not hard point based.

Here's how the levels scale:
slvl 20 = 49%
slvl 22 = 50%
slvl 26 = 51%
slvl 31 = 52%
slvl 38 = 53%
slvl 49 = 54%
55% is likely unreachable unless you use 2 +6 claws

-Greatly improved the damage of Poison Strike/Vortex/Nova. This needed to be done after the recent poison zon improvements. This has been thoroughly tested using level 50-65 poison skills, +55% poison damage, and lower resist. I know editing poison skills is scary, which is why I took a long time doing it. They are actually a tiny bit weak for that because I know people can achieve more skills/dmg%/pierce% if they play long enough. You are all free to download the data folder and look at it for yourselves; I think it's in a good place.
Some numbers regarding it:
Poison Strike: Locked 5s duration, 200k dmg at slvl 60, +55% psn dmg
Poison Vortex: Locked 4s duration, 165k dmg at slvl 60, +55% psn dmg
Poison Nova: Locked 5s duration, 95k dmg at slvl 60, +55% psn dmg
95k over 5s probably sounds very weak, but with lower resist and stacked pierce, it really isn't bad, and you can push it over 100k easily with gg gear; probably more like 150k. On 1.6b, it is currently 33k/5s using the same bonuses, so it's nearly a 300% improvement. Also remember the velocity of the nova was increased substantially in 1.6b, making it much more effective.
***These numbers have been toned down a bit after further testing and feedback***

-Increased leech on act bosses and most other bosses from 25/20/15 to 45/40/35

-Slightly increased HP and resists of some of the weaker and less common bosses

-Lowered the level requirement of high end rare mods from 75 to 55. This is to help crafted items not result in such high level requirements

-Fixed the error with sapphire pierce amounts

-Fixed Infinity and Darkness runewords

-New Runeword: The Sword of a Thousand Truths :D

-New unique Crusader Gauntlets with oskill multi!

-Fixed some skill strings

-Increased the hit delay on blade sentinel from 16 frames to 20 frames

-Increased Immolation Arrow impact + burn damages by about 5% and
its skill synergy from 8% to 10%

-Increased GA base damage from 25% to 35%
-Increased Dodge/Avoid base and max by 5%
-Increased Pierce base and max by 10%
-Increased Multishot starting arrows from 3 to 4

-Small increase to Shockwave range and velocity, and increased the amount of missiles from 6 to 7

-Increased Rabies synergy bonuses from 15% to 17%

-Increased War Cry velocity and range

-Slightly changed Frozen Orb; each missile has a very small hit delay timer, but the damage of the skill has been increased by about 20%. This should result in a slight damage increase and fewer counters

-Improved several elite unique helms, particularly Kiras and Griffins

-Reduced Gheeds vendor cost redux to 5-10%

-Fixed physical facets to have no abs/dr

-Fixed Zakarum's Salvation item error

-Removed oskill Fire Mastery from Trang's Shield; replaced it with +15-25% fire damage

-Changed sets with equip auras to have a different stat in its place due to the buggy nature of on-equip auras from sets. The changes are as follows:
-Hsaru's loses Defiance, gains +500 defense
-Isenhart's lose Holy Freeze, gains slow target 10%
-Tancred's loses Cleansing, gains 25% PLR
-Arcanna's loses Meditation, gains 200% mana regen and 10% more FCR
-Heaven's Brethren loses Concentration, gains +35 minimum damage
-Cow Kings loses Cleansing, gains 50% PLR
-Naj's loses Conviction, gains 20% CTC lvl 2 Lower Resist when struck
-Asheara's loses Sanctuary, gains +150-250 magic damage

-Reduced high end rare mods for ED%, AC%, all-res, CB(1-3%), and DS, and reduced skilltab bonuses from +3-4 to +3 again. All level requirements for rares are fixed so there should be no more lvl 100+ crafts

*Please note the new low level Sorc staff runewords are now called Pyreshaft, Icy Winds, and Thunder. They now give +3 Sorc skills instead of bonuses to random skills you may or may not even be using

***Reverted gem and gambling costs. Reverted Wirt's to 2%***


Last edited by Ensley03 on Tue Mar 08, 2016 12:13 pm, edited 30 times in total.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 5:31 am 
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See this tells me so much more thank you.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 6:10 am 

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Don't forget golems, they could do with some love too.
If you have time also have a look at smite? Defiance doesn't work as a synergie.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 6:18 am 

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Defiance synergy works but only when you are Smiting. The DR you gain is very short duration - check the character tab while you Smite something.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 10:30 am 

Joined: Wed Feb 18, 2015 11:16 am
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Smite gets the dr% from its own hard points not from defiance.
Smite's synergy description says:
Defiance: 15% damage per level

But defiance doesn't increase smite damage at all.
If it is supposed to be that way then change the skills' synergy description


Last edited by Minu566 on Tue Feb 02, 2016 10:39 am, edited 1 time in total.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 10:39 am 
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The damage bonus is applied correctly, but the damage display in the char screen was never coded to accept synergies. It was proved years ago that while the damage on the char screen doesn't change when you add points to defiance, the damage dealt does. The problem rests with the function used to display damage on the char screen from a skill that uses shield damage.

A way to fix it would be to make defiance increase the damage added by holy shield instead.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 11:03 am 
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could we revisit the affix changes to rares?
having crushing blow set at 75 is just really high for crafts, particularly when the same values can be found on a plethora of items well below this level. (unique heavy gloves at lvl12 for instance).

Currently, if you spawn with 4 affixes, the level req looks like this
75 + 10 + 3*4 = 97
75 for cb (being the highest lvl mod), 10 as static addition, and *4 is the number of affixes.

Making it available in lowish to mid NM I think is a more realistic option.
True you can get better rolls overall, but it takes time and farming to do so.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 12:36 pm 

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Yeah that is certainly reasonable.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 12:49 pm 
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Sorc mastery wise, lightning mastery always had 2x the bonus of cold/fire per level because most lightning skills have 1 min damage, so the average damage is 1/2 the max. That's why lightning skills lost so much damage compared to fire/cold.

I'd suggest fire/cold be 30 +6%/lvl and lightning be 30 + 10%/lvl.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 12:56 pm 

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I actually increased many of the lightning skills damage and synergy bonuses so they would be more on par with cold/fire, especially static, nova, and Tstorm, so upping the mastery might make them over the top now. This could be reverted at some point but you'd get the same difference in the end. Lightning/CL do have 1 min but the synergies are...3-4%? higher and after slvl 30 it really starts to skyrocket.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 1:01 pm 
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If you buffed lightning skills so the avg damage is around the same as the other elements without mastery then yeh just leave masteries the same across elements.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 2:55 pm 
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Image

Fix this keep getting lvl 100 crafts.

Like Ring is actually awful and he can't use.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 3:25 pm 

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Yeah the high rolls of leech were one of the things that got dropped. The 8% leech is probably what caused the level req. It should be fixed with this update.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 5:07 pm 

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Why did immo zon get nerfed hard? in 1.5b? Mine had 13,000 burn per second, now has 6,000. Wasn't over powered.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 7:36 pm 

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Thanks for the clarification on smite/defiance.
Would it be possible to take away the spikes that the catapults in a5 throw? They cause me to lag every time.
How about giving crafts a lvl requirement cap at ~95


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 7:38 pm 
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Minu566 wrote:
Thanks for the clarification on smite/defiance.
Would it be possible to take away the spikes that the catapults in a5 throw? They cause me to lag every time.
How about giving crafts a lvl requirement cap at ~95


Purerage has some home modifications that take away the animations I believe.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 7:52 pm 
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Will need a new set of client edits for 1.6, they don't usually work from old patches. I'll put a pack together over the weekend, if not before :)

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 9:11 pm 
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Change runes back on shields and weapons. They were at +40, now they're at +10 (stats).

If we are using a socket in order to buff our character (most often so they can wear other items (str) ), let it be +40. Using that for a socket for that purpose the whole game is almost terrible when better gems/runes could be used. As they were, I was only using it to buff my STR so I could wear stuff, or so i wouldn't have to sink a ton of points into energy if I was mana hungry, and the items were replaced once higher gear was attained. Very helpful for norm/nightmare.

At least put it back to 30-40


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 11:57 pm 
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Soul Skulls are Level 98 Req.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Feb 02, 2016 11:57 pm 
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Soul Skulls are Level 98 Req.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 2:44 am 

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wtf is a soul skull?


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 2:55 am 
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Ensley03 wrote:
wtf is a soul skull?



After Moonstone idk. Made my merc wep jump to 98.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 3:07 am 

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oh uber gem It says all ubers require lvl 88. I had a level ~30 damage jewel, put it in a level 56 weapon, and the weapon raised to level 62. Rip. Unsocketed it, put a similar jewel in, worked fine. No idea. Maybe the lowering of rare mods will fix it since leech was one of them? Who knows. :/


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 3:10 am 
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What kind of items are you experiencing this with?

If you upgrade an item gets a hidden mod that increases the level requirement by X. So if you upgrade a normal unique to exceptional it gets something like +8 to level requirement. So if you put a socket that requires lvl 88 then will will require 88+8.

I know my numbers aren't exact but that might be what you are seeing.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 3:13 am 
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Mrawskrad wrote:
What kind of items are you experiencing this with?

If you upgrade an item gets a hidden mod that increases the level requirement by X. So if you upgrade a normal unique to exceptional it gets something like +8 to level requirement. So if you put a socket that requires lvl 88 then will will require 88+8.

I know my numbers aren't exact but that might be what you are seeing.



Ah yeah upgraded a merc weapon. Well shit. Amn's it is.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 3:14 am 

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Ahh that's what happened to me too, I upgraded Humongous to an ancient axe. Good weapon, but that really sucks that they geek out if you socket them. Still not sure how those numbers would make it so a level 30ish jewel would raise a 56 weapon to 62 though. It appears that runes don't rape your item's level though, I guess just gems and jewels?

Maybe this is something that could be lowered to +4 or +6 at some point. It would give more value to upping lower items.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 11:31 am 

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Updated OP with some cool beans, should be good to go now unless anyone has more suggestions or fixes needed.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 12:19 pm 
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Trivial fix (doesn't need to be done, but it's quick).
Braezil's Vortex Knout has a +1 damage mod. I am pretty sure this is supposed to be better than this.
I would suggest a value, but alas, I will be starting anew when I sign on again.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 12:32 pm 
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I downloaded the files and ran the webpagemaker over them. It found no typos, so things are good on that front.

I did a quick scan for "mastery", and it looks like Trang's Armor is the only item in the game with an elemental (fire) mastery. I looked at skills.txt and skilldesc.txt, and it appears that the elemental masteries give +65% +8%/lvl (+12%/lvl Ltng) for their element, and are locked if a sorc invests in one of the other masteries. From posts I've noticed recently, I expected there to be other behaviour, so maybe this isn't right? skilldesc.txt matches though, so it's not like players are mislead. That initial +65% will certainly unbalance most fire builds, and the oSkill will allow a sorc to have FMastery in addition to other masteries (although I'd expect staffmods to have mad this possible anyways), which is probably unintended (why lock out two of the three masteries otherwise?).

One thing I accidently noticed in sets was that Fiacla-Gear's Veneration (Spired Helm) has the mod "+4% Cast Level 60 Summon Fenris on Struck", which could be a problem if a merc wears it. Mercs can't handle having summons for long. Back when Sszak's Bow had BonePrison onStrike, the rogue hireling would auto-die when the prison died, and if you left the game before getting her resurrected then she was simply deleted. I confirmed this behaviour, and still feel a bit bitter at the items she took with her. I think if you gave a merc Fiacla-Gear's Veneration, then there's a 4% chance that he will summon his own doom. I have no idea how many other items have summons on them (Hydra doesn't count, it's got hardcoding under the hood).


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 12:47 pm 

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That damn knout has caused me so many problems. It had a space in it's damage before which caused it to have no ED% and it's still there somehow, lol.

Brevan - the OP was updated earlier with the higher mastery values. They were initially 50+8 but it seemed like it wasn't quite enough after seeing how the skills scaled at very high slvl/dmg%.

The fiacla-gear helm would suck if it killed your merc, but I thought it was a very fitting effect for the lore as he was kind of a druidic barbarian. It can be changed in the future if it seems fit to do so, or people can just not put it on mercs. Give it a check mark for 1.7 concerns since it's too late now. Maybe something else that's clever can be put on it instead. Perhaps a high level oskill Direwolf, though that just seems less amusing than proccing wolves as you fight. :P

I don't think any other item actually procs a summon, just charges and oskills (like the Chieftain)


Last edited by Ensley03 on Wed Feb 03, 2016 12:58 pm, edited 1 time in total.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 12:57 pm 
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I recently made a program that would translate monprops.txt into a more readable webpage, as well as letting you know when it found a typo. It's using the same property descriptions from Properties.txt as my other programs, so some descriptions might take some interpretation (e.g. "Aura on Equip"). Currently it found this typo in 1.6c monprops.txt:
monprop.txt line ampsentry: prop1 - Skill "575" not found

The last skill in skills.txt is 550, so 575 doesn't exist.

I also noticed that there is a minor issue with Countess's line for FasterCastRate, where there was no "max" in the files. However, there's another issue with that mod where the "param" was given. This means that my program definitely won't display correctly, but I think D2 will roll with it and accept the param value rather than the broken min/max pair. Consider updating this anyways.

HU 1.6c MonProps

<edit>Noticed Countess issue.</edit>


Last edited by Brevan on Wed Feb 03, 2016 1:08 pm, edited 2 times in total.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 1:06 pm 
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Suggestions:

Change the ctc summon, to reanimate as dire wolf instead to avoid people losing merc + gear. It's not a good idea to put a patch on the server that has a known bug in it. Fix the problem before it occurs.

Remove oskill fire mastery and add +% fire skill damage or add it as a full set bonus instead if it's on trang-oul only. Oskill mastery completely overpowered all builds that had access to it and used that element in the past, and it was only 30% +5%/lvl back then.

ATM, a char with +10 all skills will get 145% fire damage (10k damage would go up to 24500 damage)

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 1:07 pm 

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Well ampsentry sounds like some sort of trigger or trap effect. It was probably created ages ago and then abandoned but not fully cleaned up. There are a lot of items and some effects that just aren't in the game because someone else gave up on it.

PureRage - the fire mastery was supposed to go on the shield, which only Necros can use, so it would have been okay. Reanimate dire wolf is a fantastic idea. We can't fix either of these now though without risking bad character data and leaving legacies anyway. These are just 2 flaws that will have to be fixed in you epic upcoming patch we are all looking forward to. :D or maybe a summertime reset if that's what people want and your patch isn't ready.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 1:24 pm 
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Just get rid of that fire mastery. Probably you're not familiar with 90k firestorm that happened few years ago. Like everyone had a fire dru that facerolled through hell.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 1:31 pm 
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ampsentry monprop can be deleted. It's used by a trap that isn't used by anything any more.
If the fire mastery oskill is already there in 1.6b then there's nothing that can be done about it really, just have to deal. If it's a new addition in 1.6c then move it over to the shield and it should be fine since necro only gets unsynergised oskill fire skills.

1.7 is using 1.3f as a base so anything added since then won't be there unless we re-add it. It's cleaner and easier that way.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 2:12 pm 

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Oh god 1.3....after all this class balance? I don't even care about the items, but the game is closer than ever to not having bad builds and broken skills. There's always been 2-3 skills that were 100x better than anything else and 10+ skills that were absolutely worthless until now. We've always gone from skills doing 400k dmg to 30k dmg and then another skill seems to get turned into 400k dmg from 30k dmg until it gets nerfed the next patch and so on.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 2:36 pm 
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For what it's worth, I believe the v1.7 base will largely by my version of HU, which forked off around v1.3 as mentioned. There are a lot of changes for sure, so v1.6 will not become obsolete, it will simply be different. v1.7 is still HU, but the numbers are a bit more like the original HU from around 2005 (3k life was nice and tanky, spells did 1-2k, etc). I set the numbers to this point so that mods like OpenWounds, +33ReplenishLife, or +250-500ElemDamage were significant. I think HU v1.4 or later just raised the limits for those mods via itemstatcost.txt, which is also a fine solution.

Ideally, when people have played v1.6 enough to collect a nice list of changes they'd like to see, then you or someone else could start implementing and testing those changes into v1.8 while the community plays v1.7. Just like most HU versions, there will be folks who love and hate v1.7, and I'd be a little disappointed if people didn't have lots of suggestions for how they'd like it improved for v1.9.

Maybe in a couple months it will be worth sharing the item, cube recipes, and other information of v1.7 for the community to discuss, but for now people should focus on v1.6.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 4:18 pm 
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Ensley03 wrote:
Oh god 1.3....after all this class balance? I don't even care about the items, but the game is closer than ever to not having bad builds and broken skills. There's always been 2-3 skills that were 100x better than anything else and 10+ skills that were absolutely worthless until now. We've always gone from skills doing 400k dmg to 30k dmg and then another skill seems to get turned into 400k dmg from 30k dmg until it gets nerfed the next patch and so on.


The base used is irrelevant to what the finished product will contain. What I meant was; We don't have to worry about bugs/issues introduced since 1.3 because they aren't in the base we are working with.
It also means we don't have to update our files every time there is an update for 1.6. It's a pain if we make a load of changes to 1 set of files, then need to integrate those changes into another version every time there is an update.

1.7 is a long way off, worry about 1.6 for now.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 4:47 pm 
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Stat crunch. We Wow now.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Feb 03, 2016 4:48 pm 

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The only hot fixes you should be doing right now is reverting the game back to 1.6a along with 1.6b monster and boss related content.

I logged on today to do some mf in hell a5 so i go to a relatively easy place to farm crystal passage and i start to notice my valk was dying about 10 seconds after the cooldown finishes to just basic white monsters. Popped up my skill tree and long behold i find out my valk got nerfed into the ground she went from 19k hp to 7.7k hp. This is a fully maxed out valk i have 20 points in valk, 10 decoy and +13 from items.

Next thing i do is go to single player and try and figure out how this is even possible and this is what i find. 1 point into valk gives 60 hp per level.. for a grand total of 1,140 hp for 19 hard points into valk. Who in their right mind would spent 19 points for 1k extra hp on their valk? My char now has 19 wasted points in a useless nerfed skill which was my only defensive skill since decoy is even worse then valk.

The kicker? Not a single mention in any patch notes at all.. not even a forum post consulting if this was even a good idea.. Not to mention Immolation arrow got secretly nerfed as well i went from a previous 12k burn a second to 6k no mention of that either.. In the end i think ill choose not to play 1.6 and wait for 1.7 these secret nerfs without discussions about them are unacceptable.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Thu Feb 04, 2016 8:29 pm 

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Is it possible to change model for Necromancer summon "Raise Death Knight" to http://diablo.wikia.com/wiki/Black_Knight Black Knight model? (Purely for aesthetic reasons, IMHO Death Knight model looks to tall with all this summons horde and have horrible animations, because as mob he more prefer cast some Iron Maiden, instead of close fighting).
Also Skeleton mage -> archers change integrated very well, i'm impressed what they have even equipment changes on mastery lvlups.

And have all Necro skelly's have some Summon Resists as default? Just for knowledge, i cannot find patchnotes about what.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Thu Feb 04, 2016 10:34 pm 
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That link said it hadn't been created or the like.
Summon Resist was bugged in 1.10. It simply did not function.
I looked at skills.txt and there are not resistances added per level. They get AC, hp, damage, AR.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Thu Feb 04, 2016 10:38 pm 
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kramuti wrote:
That link said it hadn't been created or the like.
Summon Resist was bugged in 1.10. It simply did not function.
I looked at skills.txt and there are not resistances added per level. They get AC, hp, damage, AR.



Ya think to fix the Druid summons they were given salvation that had 0 radius.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 05, 2016 2:44 am 

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1.6b Deception runeword has its elemental pierce missing.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 05, 2016 4:07 am 
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My inspiration....

Blade sentinel ? Is a lil bit overpowered , maybe get in cast delay

Bring back poison chars :) not for the Ãœber high Hype char just for more fun

I missing iron maidon skill like the old one , diablo2 without iron maidon isnt diablo ;)

Mmmmh what is with pala ? U nerfed alot the healer build , didnt know the old stats

Greetings


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 05, 2016 4:11 am 
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Poison Necro is amazing at the moment.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 05, 2016 9:35 am 
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ok , didnt play maybe 2 years and i see many poison immune bosses more then 2 years ago

i got a Golemmancer

anyway


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 05, 2016 10:20 pm 

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kramuti wrote:
That link said it hadn't been created or the like.

Oh, it's Diablo 1 model, lol, i forget about it. But it's cool and i don't clearly remember, but i saw this model on Snej or Nezeramontias Diablo 2 mods, or even in E=mc2, where horde of them paladin charge you with name "Knights who say Ni" and screaming what word :D.
kramuti wrote:
Summon Resist was bugged in 1.10. It simply did not function.
I looked at skills.txt and there are not resistances added per level. They get AC, hp, damage, AR.

Ah, i see. Sadly only one paladin shield runeword and one unuque 80lvl RainbowCloak according to wiki have Salvation. Iron Wolf merc in this mode can wield paladin shields? But it's ok i like 1-live concept skellys on bosses.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 07, 2016 4:13 pm 
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-Increased gem costs from vendors by 50%

-Increased gold cost to gamble rings, amulets, jewels, circlets, and coronets by about 15%

Don't agree with this, at all. Wirt's, are the problem not the actual cost. All that does is punish people who don't have them.

Lock Wirts @ 2% like they had been forever and they aren't a huge deal because it takes some dedication to farm them.

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Last edited by LockDown on Sun Feb 07, 2016 4:15 pm, edited 2 times in total.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 07, 2016 4:13 pm 

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LockDown wrote:
-Increased gem costs from vendors by 50%

-Increased gold cost to gamble rings, amulets, jewels, circlets, and coronets by about 15%

Don't agree with this, at all.


Me neither.

Can it be possible to prevent weaker buffs to override stronger versions of them?

High level frozen armor being overwritten by a low CTC on a merc somewhere is annoying.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 07, 2016 4:45 pm 

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LockDown wrote:
Lock Wirts @ 2% like they had been forever and they aren't a huge deal because it takes some dedication to farm them.


Yeah. Other changes looks nice. Good job!


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 07, 2016 4:57 pm 
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If buffing psn zons and necros, Rabies Druid?

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Feb 08, 2016 12:25 am 
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Lord-Turin wrote:
My inspiration....

Blade sentinel ? Is a lil bit overpowered , maybe get in cast delay

Bring back poison chars :) not for the Ãœber high Hype char just for more fun

I missing iron maidon skill like the old one , diablo2 without iron maidon isnt diablo ;)

Mmmmh what is with pala ? U nerfed alot the healer build , didnt know the old stats

Greetings


Blade sins hit a hard wall once you get too end game nm and enter hell.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 12, 2016 3:05 am 

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After taking a look at past damage values for Elemental MA, I noticed that the Chaos ice bolt damage had severely decreased since 1.41d ( or whatever patch we had in july 2014). It lost almost half its damage on the third charge, but gained damage on the first and second. I don't know if this was done so it would be used more or for it to keep up with the damage of the others, but Blade of Ice was always about one thing, AOE clear. Chaos Ice bolt used to clear the entire screen worth of trash mobs, even if damage against bosses suffered due to only hitting it once cause of next-hit delay.

Claws of thunder's last charge was changed because its damage was trash, and it was unreliable. It sucked at clearing crowds and did less average damage than the others. Now it's the complete opposite.

Fist of Fire was always great for bosses due to no counters. 1.41d had more DOT but I think that was because of a bug more than anything else.

Additionally, while I was at first glad that phoenix got rightfully nerfed, I had no idea by how much. It lost more than half the damage on the second and third charge and a small amount of damage on the first charge.

This is way overkill. Fist of Fire is still good, Claws of thunder is now number one at clearing trash because of how much damage the third charge puts up (and it does feel to be way more than it should). The meteors however lead to, generally speaking, way too many counters to be tankable in melee range. Buffing the meteors damage by 30-50% and reducing the number of meteors to 2 would greatly help with this. (Or just drop it to a single meteor, or just leave it as it is, whichever you prefer).
Blade of Ice got its clearing greatly nerfed, and phoenix is but a shadow of its former self. Please, shave a bit off the top of charge one or two and put it back on Charge 3.Phoenix could use a buff to its damage, nothing major, maybe 20% more to get closer to what it used to deal (second and third charges only)

Over the patches, sins also lost
Claw block %
Most of their free resist
DMR%

TL;DR (Plox)
Buff blade of ice third charge by a good amount.
Buff Phoenix second and third charge slightly.
Nerf Claws of Thunder Meteor damage slightly / Decrease number of meteors (Currently drops 4(Four) two would be more reasonable, if damage is buffed slightly to compensate.)


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 12, 2016 11:17 am 
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LockDown wrote:
If buffing psn zons and necros, Rabies Druid?


Be gentle with rabies buffs as the state applied that causes the poison (the redish overlay) is not effected by PLR% (if bosses still have PLR)

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 12, 2016 12:32 pm 
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PureRage-DoD wrote:
LockDown wrote:
If buffing psn zons and necros, Rabies Druid?


Be gentle with rabies buffs as the state applied that causes the poison (the redish overlay) is not effected by PLR% (if bosses still have PLR)


And Tobial Rabies already rock my socks. :?

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Feb 12, 2016 10:15 pm 
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Just FYI, this is no longer a "hotfix" patch. It's an overhaul that requires a reset to implement correctly. Expect to lose a few players as this will be the second time in less than 6 weeks that they've made some progress only to lose it all.

1.6 was released on Sat Jan 09, 2016
That's only 35 days ago.

1.6b was released on 2016-01-31
That's not even 2 weeks ago.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Feb 13, 2016 2:59 am 

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Ensley03 wrote:
-Increased gem costs from vendors by 50%

-Increased gold cost to gamble rings, amulets, jewels, circlets, and coronets by about 15%

-Reduced Wirts vendor cost redux to 1% and Gheeds vendor cost redux to 5-10%

-Reduced high end rare mods for ED%, AC%, all-res, CB(1-3%), and DS, and reduced skilltab bonuses from +3-4 to +3 again. All level requirements for rares are fixed so there should be no more lvl 100+ crafts


You recently nerfed many crafts (dr% on bloodcrafts, reduced % on elemental, reduced ias/dmg on death weapon...) now you want to nerf them more and make more expensive then ever? rip crafting.
How many crafts have you done so far?
For most classes the only reasonably viable crafts are helm, amulet, rings and shield. Sure, some builds get crafted gloves or boots.
I have played a lot in the last few weeks. I got 3 lvl99 and one 98 chars from the combined 40 weapon/armor slots they have 13 are crafts.
4 amulets, 2 shields, 3 rings, 3 helms and 1 pair of boots. I have tried hundreds of gloves, boots, belts and got nothing that would be close at beating uniques.
Do you think that 13/40 is too much? I can craft almost for free. I have easily rolled the dice more then 1000 times. Coming from a game design perspective, How many crafts should my chars be wearing after I spend a lot of time into building a specialized char spending a lot of time with crafting.
This is like the summons all over. First buff it without understanding what you are doing (5% wirts/grizzly unleashed), then nerf it into the ground beyond reasonable use (way too expensive crafts/valkyrie).


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Feb 13, 2016 3:21 am 

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I didn't nerf crafts. This was part of 1.5b:

-rebalanced crafts; they were a bit too strong before compared to uniques I reduced the power of some of the stronger ones
-reduced the hp% on all armors by a a lot; the most an armor will have now is about 10%
-removed dr/hp% affix from magic/rare
-removed ele/mag/psn pierce affix from magic/rare armors and helms

I've only made helms gloves and amulets recently. With things like tithe, hork, and cow lvl it's still not hard at all to mass gems for crafting, you just can't abuse vendors now.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Feb 13, 2016 5:42 am 
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If we are getting a reset I'd like you to take a look at a lot of uniques and adjust them not just the helms by the way. The pierce value on the Zod runewords down to -10 is also a wtf. -25 was fine since you can't use jewels and it takes away a big pierce slot for a Zod.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Feb 13, 2016 4:31 pm 
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Yup, this "patch" is far from ready for an final release befare rages or others 1.7...


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 14, 2016 3:40 am 

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The arctic set bonus contains "Cannot be frozen", while the set belt also has "Cannot be frozen". Replace with something else?


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 14, 2016 5:29 am 

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Download link broken (errors after "Download" is clicked).


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 14, 2016 11:34 am 

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Blah wrote:
Download link broken (errors after "Download" is clicked).


rip testing


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 14, 2016 4:47 pm 
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Pious wrote:
Blah wrote:
Download link broken (errors after "Download" is clicked).


rip testing


I have it downloaded I'll try and upload it when I get out of Deadpool

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Feb 14, 2016 5:47 pm 
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LockDown wrote:
Pious wrote:
Blah wrote:
Download link broken (errors after "Download" is clicked).


rip testing


I have it downloaded I'll try and upload it when I get out of Deadpool


Good movie?

In the boat home from germany atm, been some long days :/


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PostPosted: Sun Feb 14, 2016 10:05 pm 
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Great movie. Turns out I cut and didn't copy the files out, I don't have them anymore just an empty folder.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Mar 04, 2016 12:54 pm 

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Since I wasn't planning on playing any further before 1.7 comes around, I thought I might as well give my feedback, even if it's a bit late to do so.

Frozen armor duration being reduced is a kick in the nuts. Check the database and count the number of items that can proc frozen armor on CTC.
Now realize that a level 40 Frozen armor can be overwritten by a level 5 from CTC because it works like BO.
(As such, I suggest to chance the Fortitude runeword FA's CTC to defiance aura on equip with the same %)
Frozen orb on the realm right now causes zero counters and can't reset a boss. It does however have a next hit delay which seems so high I can barely hit one target more than 5-6 times per cast. This makes it significantly weaker than it should be against trash.
I don't how much you lowered the next hit delay but I have a feeling it just won't be enough to compensate for the 30-50 hit per cast we could have before.

Assassin shadows not getting buffed is just sad. Warrior never casts fade and Master dies shortly after, even if it's slightly tankier due to auto casting fade. Regardless, master using CoT on bosses will get it and possibly you killed from the counters it creates. Gheeds still getting nerfed after wirts were reverted is also a kick in the nuts, and I'm getting sore at this point.

Quote:
*Please note the new low level Sorc staff runewords are now called Pyreshaft, Icy Winds, and Thunder. They now give +3 Sorc skills instead of bonuses to random skills you may or may not even be using

+6 to skill tab runewords at level 20-25? Sick.

Quote:
-Reduced high end rare mods for ED%, AC%, all-res, CB(1-3%), and DS, and reduced skilltab bonuses from +3-4 to +3 again. All level requirements for rares are fixed so there should be no more lvl 100+ crafts

Rip MA sins. Well I had fun for one patch. Better than nothing. (Oh and the 5% bonus synergy you added to MA skills only affected the first charge, which means the actual bonus is like 1-2%)


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Mar 04, 2016 1:27 pm 

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Not sure what you mean about frozen orb; it's the same as 1.5 was. 1.6c adds a 4 frame delay which is like 1/6th of a second and will only affect the very immediate ice bolts.


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PostPosted: Fri Mar 04, 2016 4:36 pm 

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Ensley03 wrote:
Not sure what you mean about frozen orb; it's the same as 1.5 was. 1.6c adds a 4 frame delay which is like 1/6th of a second and will only affect the very immediate ice bolts.

Frozen orb on the realm right now causes zero counters.


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PostPosted: Fri Mar 04, 2016 6:10 pm 

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On frozen orb, if you broke the orb on a boss it would hit it somewhere to the tune of 32 times, next delay would make only one of them hit, no?


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PostPosted: Fri Mar 04, 2016 6:24 pm 

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To be honest I'm not 100% certain, lol. I have a buddy from phrozen keep and he said this was the best formula for frozen orb in terms of counters. I only had to change a few things, add a hit delay, and increase the damage he said. All I know is it has 4 missiles, 2 of which do damage, and only the nova explosion should cause counters, none of the traveling bolts or spiral after the explosion.

In testing it worked fine against trash and was effective against bosses without creating too many counters.


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PostPosted: Sat Mar 05, 2016 11:35 am 

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Is there no way to create a GCD in the bosses ability to counter? If they could only counter once every second it would save you the trouble of having to make abilities that are based on counters.

I'm assuming they just have a cast when struck 100%, adjust that maybe.


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PostPosted: Sat Mar 05, 2016 11:36 am 

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About Asn...
First, thank you for improved blade skills, but why dont show AR???
Second, Claw Mastery gets synergy from Venom, yeah, but: I have 1 Claw Mastery and 0 Venom and 5 free skill points, i turn on LCS, turn on skill table, click to Venom icon to level up it, i don't see anything change in LCS!


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PostPosted: Sun Mar 06, 2016 12:15 am 

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A good pally with holy shock combine with vegance is very good, es when he use a rare shield with 2 skill and full socket by gem for abs.


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PostPosted: Sun Mar 06, 2016 8:52 pm 

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Updated OP with set bonus changes that had auras


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Mar 07, 2016 2:30 am 

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Consider looking at the stats of a lot of uniques. The problem is the lack of sockets makes them virtually useless. Some items suffer from being just utterly useless.

An item like coif of glory, for example, won't even be used. Find it? Don't have a helmet on? Sure, slap it on, but almost everything is going to trump it. Biggest issue is it has no sockets, so you can't tailor it to what you need, and it provides just a garbage slew of stats.

Items like howltusk/duskdeep are clearly physical character based, but once again suffer from the fact that they have no sockets. Generally speaking you're always going to want max jewels, and you're going to pull more damage in a basic cap with 4os than a unique.

An item like veil of steel gives 25-50 max, but only has 2 sockets. A 4 socket helm gives 200 max via facets and more ED.

An item like kiras gives virtually no +skills at 1(in comparison to rare/crafted rolls), less res than ideal, and only has 3 sockets. You'll only wear it if you need to slot CBF on the helm slot.

---------------------------------

So many armors suffer this problem.

Twitchthroe, solid item, but not good because of lack of sockets.

Spirit shroud, solid stats save for the fact it lacks any skill increase. Who is going to wear this?

Virtually every end game armor lacks sockets which makes them poor choices to wear.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Mar 07, 2016 4:08 am 

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-Isenhart's lose Holy Freeze, gains slow target 10%
(add 5-10 cold pierce to compensate)
-Heaven's Brethren loses Concentration, gains +35 minimum damage
(The chance to be uninterrutable is just too big a bonus and theres nothing that can replace it. Leave concentration there, even if it causes issues)
-Naj's loses Conviction, gains 20% CTC lvl 2 Lower Resist when struck
(Same thing, leave conviction on, or give it more pierce to compensate)
-Asheara's loses Sanctuary, gains +150-250 magic damage
(Add 5-10 magic pierce to compensate)

Rest is fine.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Thu Mar 31, 2016 7:05 am 

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Bowazon still OP ! why dont you neft her ?


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 01, 2016 7:04 am 

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no one play fire/ice bowazon, hammerdin, spearazon... When a team get phys bowazon, they will not need others caster for dam boss. How stupid that ? From 1.5 to now, 1.6c, you still dont neft phys bowazon ???


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Apr 05, 2016 7:44 pm 
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Claw Block:
Quote:
Here's how the levels scale:
slvl 20 = 49%
slvl 22 = 50%
slvl 26 = 51%
slvl 31 = 52%
slvl 38 = 53%
slvl 49 = 54%
55% is likely unreachable unless you use 2 +6 claws

If it is possible to reach slvl 39 (+19 skills) you get 53% block.
1 point with the same gear = level 20 for 49%
19 points nets you 4% more block.

If it is possible to reach slvl 49 (+29 skills) you get 54% block.
1 point with the same gear = level 30 for 51%
19 points nets you 3% more block.

Intended? Seems like a major waste of points after the first. ~93% of the max bonus from the skill is gained from 1 point. Maybe reduce the max% by 10%ish and add def% at blvl*blvl*3/2 (increasing returns on hard points).
Def progression would go:
BaseLvl:
1 = 1%
2 = 6%
3 = 13%
4 = 24%
5 = 37%
...
10 = 150%
15 = 337%
20 = 600%

I always thought skills with a diminishing return based on soft points should have a secondary increasing returns effect based on hard points.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Apr 05, 2016 9:32 pm 

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From what I've seen I thought dm skills (dm12 in this case) don't seem to care about soft or hard points unless you add specific lvl or blvl mods? 1+19 should be the same as 20+0 in this case. Adjusting the range would change it, which is currently set to 20-55. Changing it to 5-55 would increase the potency of early level progression but just seems like more of a nuisance than anything else. Also in 1.6c it's not as easy to get that many +skills, particularly if it's your first character.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Apr 05, 2016 11:18 pm 
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Dm calcs don't care about hard points and they provide the majority of their bonus over the first 20 levels making additional points after the first essentially wasted once you get some skill gear.

What I mean is:
1 hard point + 19 soft points = level 20 = 49% block
20 hard points using the same gear (+19)= level 39 = 53% block

So the 19 hard points you invested nets you a terribad 4% blockrate/speed in the same gear, and less as you gain more + skills.

If you can reach level 50 (54%) with 20 hard points, you could have spent 19 of those on something else at the cost of 2% block. 19 points for 2% block is a complete waste.
20 base +30 = level 50 = 54%
1 base +30 = level 31 = 52%

Adjusting the range wouldn't really have any impact as + skills pushes the dm formula way over the steep edge of the curve with a single point invested. Spending points that will become obsolete is less effective than simply gearing more defensive/using a shield early game.
The problem is not that the skill uses a diminishing returns progression, but that the default D2 formula for diminishing returns is pretty terrible. Using your own formula would give you more control over the progression curve and make investing some points more attractive.

Just making sure you wanted it to be a 1 pointer. I'm pretty sure lots of melee sins will be happy with the extra 19 points to spend elsewhere.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Thu Apr 07, 2016 11:18 pm 

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What about Spearazon?
D/A/E will kills you because you are a melee char.

Why you nerf Crushing Blow? It's an advantage for melee.
Casters always have chance to find better item, so they easily build a good merc to protect them.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 08, 2016 3:04 am 

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living2nd - dodge is something that is just a flaw in the game and really can't be fixed as a skill.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 11, 2016 3:41 pm 
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You can double/triple the speed of the animation in AnimData.D2

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Apr 13, 2016 5:08 pm 

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I might be late to the party and I probably also have no say in this, but I'm just gonna drop by to say that I don't like onepointers by design. I think you should absolutely be rewarded for putting more points on a skill, whatever it may be. I'm not saying skills should not be solid with one point, but there should be some benefit for extra hard points.

PureRage-DoD wrote:
20 base +30 = level 50 = 54%
1 base +30 = level 31 = 52%


This, for example, is unacceptable in my book. Just my opinion, don't take it too hard. You are the modders, you do what you want, we will just silently(or vocally) judge you afterwards, mhm.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Wed Apr 13, 2016 5:25 pm 

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Yeah I agree it was too much of a cliff after 1 pt and it was changed, check the patch notes. :D


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 2:46 pm 

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Did you nerf potions?

Image

Maybe it's only me feeling like it's different now, but it seems like they do not actually heal 60% right now. Or?


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 5:55 pm 

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the_apologizer wrote:
Did you nerf potions?

Image

Maybe it's only me feeling like it's different now, but it seems like they do not actually heal 60% right now. Or?


Well, +1. I hope we did not revert to str based potions by accident.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 6:44 pm 

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Did not change potions.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 9:00 pm 
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Calc for potions in 1.6c: (stat('maxhp'.accr)/256/3)+((stat('strength'.accr)*8)
Mana potions: (stat('maxmana'.accr)/256/3)+((stat('energy'.accr)*8)

Looks like 33%hp/mp +extra based on str/energy.

Confirmed in game getting 1/3 per potion +8 hp per strength (not including the 5 base strength)
300 hp barb base str = 100 hp from potion
300 hp barb + 10 str (5 spent) = 140 hp from potion.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 9:39 pm 

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Well that's interesting, but it has to have been this way since the start of 1.6. It might have been part of the integrated 1.5b. I definitely didn't change potions. To be honest I'm not even sure where it is, maybe misc.txt? If you check 1.6b I'm sure it will say the same formula.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 9:47 pm 

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Ensley03 wrote:
Well that's interesting, but it has to have been this way since the start of 1.6. It might have been part of the integrated 1.5b. I definitely didn't change potions. To be honest I'm not even sure where it is, maybe misc.txt? If you check 1.6b I'm sure it will say the same formula.

Nope, new to the latest and greatest 1.6c. Was correct in 1.6b.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 9:50 pm 
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1.6b were using the calc:
stat('maxhp'.accr)/250
Duration = 150
total healing = 60%hp

1.6b are using pspell 6
1.6c are using pspell 3

Edit:
Quote:
-Slightly changed Frozen Orb; each missile has a very small hit delay timer, but the damage of the skill has been increased by about 20%. This should result in a slight damage increase and fewer counters

Orb missiles have no hit delay and don't reset boss heal timer or trigger counters.

Edit2: Everything else seems to fit with the changelog from a quick glance at the files.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 15, 2016 10:23 pm 

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Well that makes zero sense. Where is it located?

And yeah I removed the hit delay on orb because the damage is still generally inferior, especially vs bosses.

Edit: oh I see it. That misc.txt is dated 12/2/15. The one in 1.6b is dated 1/15/16. How the misc.txt file went backwards, don't ask me, though all I can think of is it's using the original one from Brevan's webpage maker and got swapped out somehow.

Either way, it shouldn't be too much of a problem really. If slightly nerfed pots is all we have to worry about we're in good shape.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Apr 16, 2016 1:09 am 

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Ensley03 wrote:
Either way, it shouldn't be too much of a problem really. If slightly nerfed pots is all we have to worry about we're in good shape.

It kinda is. I don't want to go 150-200 base str on my sorc to get decent healing, noone does. That was the reason why it has been changed to check only life/vita. High strength casters are retarded and can easily use tanky items like tyraels. Shit happens, no problem, but I suggest a hotfix for this.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Apr 16, 2016 1:14 am 

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Ensley03 wrote:
Either way, it shouldn't be too much of a problem really. If slightly nerfed pots is all we have to worry about we're in good shape.
No, Ensly this is not a "minor issue" since we have no juvs any longer, this is all some classes get. Makes me wish I'd had the time to actually try out this patch prior to reset, but you know when you have a couple hours a day you don't have much time. This is completely and totally unacceptable. A minor glitch is a broken item, you can survive without that. Healing 30% over 6 seconds, your life can and does drop faster than that unless you have decked out toons.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Apr 16, 2016 2:26 am 

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It's been fixed and is ready but we can't blame Duff if he refuses at this point.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Apr 16, 2016 2:52 am 

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So I'm not crazy and it DID get "nerfed". I was actually expecting an answer like "you're retarded, bro, do you even play? been like this for 10 years". Seems like I'll have to raise my strength a bit higher this time then.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Apr 16, 2016 3:06 am 

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They got rolled back to how they used to be since apparently the misc.txt file got swapped out for an older one somehow.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Apr 17, 2016 7:34 pm 

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so the godmode pots are back on pure str chars. lovely!


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Apr 17, 2016 8:01 pm 

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Time for the return of meatspin


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Apr 17, 2016 11:00 pm 

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Ensley03 wrote:
It's been fixed and is ready but we can't blame Duff if he refuses at this point.

No, Ensley place blame squarely where it belongs. Another patch, another failed attempt. Every single release you have put out has had some kind of bug. While I appreciate the fact you had good intentions, you have severely lacked in follow through. When you only test certain aspects, flaws can't be found. I sincerely hope Duff does let you fix this latest mistake and stops future updates.

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PostPosted: Sun Apr 17, 2016 11:30 pm 

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no comment.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 18, 2016 1:28 am 

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I wouldn't really call it a bug since this is how pots used to be after the removal of juvs and was simply deemed not the best formula, but if you try to go 500 str with no vit to get 100% heal pots, you are just going to get 1 shot all the time. It's also something you'd never see in HC. I guess you could say it means you can't make a full dex bowzon anymore, oh noes.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 18, 2016 8:41 am 

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Ensley03 wrote:
I wouldn't really call it a bug since this is how pots used to be after the removal of juvs and was simply deemed not the best formula, but if you try to go 500 str with no vit to get 100% heal pots, you are just going to get 1 shot all the time. It's also something you'd never see in HC. I guess you could say it means you can't make a full dex bowzon anymore, oh noes.

The difference between then and now is then we had juvs. Now we don't. You're logic is as flawed as your patches are. You're forgetting about sorcs non melee classes in general. No what has happened is we went from a playable patch to one with a worse flaw than what we had. Apparently double checking that you didn't make yet another mistake was beyond your comprehension. You have basically mandated having a healer with you and your horrible idea with chant/fa is likely the worst idea ever. Chanters have been part of the game since day one and they were fine at ten minutes duration. No I don't see the logic behind this.

Edit: since I didn't play last patch I'd forgotten about the change. However, that doesn't change anything about this issue. Any lower strength build gets screwed over the current situation. Unless Duff decides to fix it not gonna be much fun especially a caster in hell and you know it.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 18, 2016 3:36 pm 

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pots are really weak for non str oriented builds. so on the one extreme you're full juving and on the other you recover almost nothing. personally i'd rather full heal every pot...


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 18, 2016 6:17 pm 

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Pious wrote:
pots are really weak for non str oriented builds. so on the one extreme you're full juving and on the other you recover almost nothing. personally i'd rather full heal every pot...

That would be fine, Pious but juvs got removed the patch before this one, or this wouldn't be an issue. Before the reset they worked decent with good leech. But, ya squishy toons are in for a rough ride.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 18, 2016 10:03 pm 

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The HP pot change is maybe not so bad. My difference is I had to put few points in Energy Shield and 15 pts in Energy Stat to make up for weaker HP pot and not run out of mana from taking damage. My friend is a Nec and he is okay with Bone Armor. I guess Druid has Cyclone Armor.

To me in NM it feels the same this far, maybe in Hell it is worse but I don't know because Energy Shield is very good. I feel the same how you can not stay en spalte (sorry don't know word) and need to move a lot.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Apr 19, 2016 5:08 pm 
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Is this just a server side change or clients need to download the patch again ?


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PostPosted: Wed Apr 20, 2016 1:11 am 

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It is a server side change of swapping out the mpq that has the correct misc.txt in it but players would be best served downloading it again also to avoid any potential conflicts.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Apr 22, 2016 2:43 pm 

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Duff

Any timetable for the update? Looking forward to being able to regain some survival in anything other than twinked out toons. Appreciate any updates you can give out.

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sat Apr 23, 2016 1:16 pm 

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I compared my 1.6b file to my 1.6c and not only is psn nec the weakest of the psn chars dmg wise but it also seems weaker than 1.6b by about 1/3? I thought they were buffed?


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PostPosted: Sat Apr 23, 2016 3:35 pm 

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The damage is much higher but the duration is also longer which means the overall DPS is only a little better. Of course it is the weakest poison damage because you get LR.


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PostPosted: Sat Apr 23, 2016 4:20 pm 

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as for the psn dmg on dagger i have a 1.6b lite and a 1.6c lite i'm switching between on the exact same save file. my psn necro has a lvl 57 psn strike/vortex with no mastery. the 1.6c char is doing ~65k psn dmg over 5 seconds, so roughly 13k dps. the 1.6b char is doing ~98k dmg over 3.1 seconds, which translates into ~31600 dps. the numbers for psn vortex are just as bad; the skill had a 1 second duration before at roughly 40k dmg and now its 60k over 4 seconds. explain to me how this is a buff? we had this issue last patch when you claimed immolation arrow was buffed and it turned out to be a fair bit weaker. the only difference is that this patch you claimed was well-tested, while B version was not.

I have also noticed that the dmg on blade sentinel/fury dropped to about 1/4 its previous dmg. while this nerf was warranted it should be listed in the patch notes. are there any other significant changes you didn't list that we should be aware of ensley?


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PostPosted: Sun Apr 24, 2016 7:11 am 

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I checked the poison numbers from this patch and last patch and at high skill level and 50%+ mastery it's not that drastic, but you are right in that strike/vortex are actually worse overall. It was initially much better but the feedback I received was that Necro poison is supposed to be bad because of how stupid it is stacking pierce with LR. The nova is slightly better however. I will improve these with lower durations and more damage for the hopeful heal pot fix update.

Also I checked and you are right somehow the bladefury change didn't make it from desktop to pastebin, which simply says:
"-Adjusted Blade Fury scaling to be a bit less OP at lower levels; more gear-dependent"

It is still +1/1 damage weapon damage but the extra free damage was reduced. This has a much bigger impact at lower levels since the extra damage was never that high to begin with.


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PostPosted: Sun Apr 24, 2016 7:28 am 

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The new numbers at lvl 60 with 50% mastery are:

118k/3s
84k/2s
55k/4s


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Sun Apr 24, 2016 10:04 am 

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Ensley,

With all due respect. I sincerely hope you're not serious. You've lost the faith of many here, myself included. Many of us are the long term community members who recall when HU was really good. Calling this a "hotfix" wasn't accurate, it's been a royal pain progressing. I'm wondering as Pious said what else you "buffed" that's actually worse than before, time will tell. All I'm hoping for at this moment is for the latest "hotfix" to restore pots. Vendors no longer sell gems as they did in the last "hotfix" but I can deal with that. How many more patches and/or resets do you need to get things right? There've been at least 3 resets so far, and several updates. As much as some people bitched about 1.6b it wasn't that bad. 1.6c has been iffy at best so far. Remember "buffing" something means to improve it, not polishing it to make it appear so. Some of my team have basically quit wondering how long before the realm resets yet again to fix the flaws. I'm not far behind.

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PostPosted: Sun Apr 24, 2016 11:00 am 

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There were 2 resets and 1 update (unless you want to count the original 1.6 reset when there were 0 people affected since no one was playing) There's zero chance of a reset until however many months it takes for 1.7 because the only real issue is the pot/vendor fix.

As far as leaving out the bladefury change, having to update the mpq, the complete folder, the item list, and the changelog every time something was done ended up leaving that out.

I'm not sure what patch was ever "really good" but I started in 1.3 which had constant updates and nothing but BO/Oak bots, 1.4 was a nightmare (Akmel in act 1 LUL) that really put a dagger in the population, 1.5 was the most stable but after 4 months there was no one playing. 1.5b had some great concepts but Mraw was too busy to push it and nobody else cared enough to.

It was so difficult and time consuming to balance an entirely new concept of resist-cap monsters and items+skills around them that errors were guaranteed without a real test team. Wrong unique file, grizzy unleashed, and wrong misc file are the casualties of working alone. It's not as if I'm pretending this is my mod to do whatever I want with; the folder sat there for a month with 150+ downloads and nobody told me it had the wrong potion formula.

TL;DR Let's just be glad that 1.7 is taking a very long time and is going to be well-tested (by more than 1 person) so this kind of shit doesn't happen again and be content that the current patch is not terrible.


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PostPosted: Sun Apr 24, 2016 1:31 pm 

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Don't even bring up 1.4, I still have ptsd.

By the way, he's right about that "150+ downloads and nobody tole me" line, you guys. You all had the opportunity to test it as well. I didn't test anything myself, and I only pointed out it was different, I didn't start throwing feces at Ensley for it. You should probably calm down a bit.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 25, 2016 7:52 am 
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Haha, so glad I left this mess.

I love HO and the community, but cant say we didnt warn everyone about what another reset and another fuck up would lead to.

There are still many bugs that havent been found out, and we all know what another reset will lead to. More bugs, more whine :)

Dig your own grave.

Il be back when 1.7 is released by pure and bravian.

Hope we can take HU back to its former glory as the best D2 mod of all times.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 25, 2016 8:16 am 

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MFW not knowing how to type in English in 2016...

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PostPosted: Mon Apr 25, 2016 11:46 am 
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Yeh snakzz, you missed an a in lead and typed O instead of U. You damn fool!!1!

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 25, 2016 6:17 pm 

Joined: Wed Feb 18, 2015 11:16 am
Posts: 167
You removed the vendor prices reduced from 'Lust' and 'Edge'?
Those two runewords made price reduction accessible for everyone, now farming wirt's is just more important.
You keep messing with things that aren't broken in any way :roll:


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Apr 25, 2016 6:44 pm 

Joined: Mon Aug 31, 2009 10:29 am
Posts: 533
the_apologizer wrote:
Don't even bring up 1.4, I still have ptsd.

By the way, he's right about that "150+ downloads and nobody tole me" line, you guys. You all had the opportunity to test it as well. I didn't test anything myself, and I only pointed out it was different, I didn't start throwing feces at Ensley for it. You should probably calm down a bit.


it is very hard to test things when they aren't listed in the patch notes, right? or do we all have magical powers and know what ensley changed without him posting a single thing about it? that is the reason why i'm bringing these issues up. we could have 100 different people testing but if they don't know what to look for (modder doesn't include changes in patch notes) you can bet it will get overlooked. detailed patch notes are very important for any sort of quality testing.

and yes ensley, no one knew that you input the wrong pot formula because you didnt list it in your patch notes. i'm not sure whats so hard to understand about this; testers have no idea what the hell changes you did when they are not listed in the notes. no one should be surprised that those things did not get tested. assuming you were working off a 1.6b file the pots shouldn't have changed anyway. you really do have to keep a detailed list of changes every time you make them or the patches will keep turning out like this.

this is the 3rd patch now. people blew the first and second time; i did not because i understand people make mistakes. but at this point, if we are simply going to have wipes/updates every few weeks we might as well just have a live-test realm of 1.7.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Tue Apr 26, 2016 1:38 am 
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Joined: Sat May 28, 2011 4:10 am
Posts: 480
Ensley03 wrote:
MFW not knowing how to type in English in 2016...

Image


Love your answer, just shows how much you care ;)

And there are alot of people here that dont have english as their mother language :)

If you cared as much for the HU community (and took ther feedback constructive earlier) as you do for peoples spelling errors. We would prolly have had one good patch.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Thu Jun 23, 2016 9:59 pm 
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Joined: Tue May 25, 2010 12:33 pm
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Location: Knoxville, TN
FUCKING SNAP. Gorefoot changed or still opieop?

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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Jun 24, 2016 3:04 am 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 1031
lol they got changed.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Fri Jul 01, 2016 11:39 am 
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Joined: Mon Aug 31, 2009 6:42 am
Posts: 726
Before Ensley's patch came out I asked for documented changes.. never got them.

I asked for Mraw's patch to be used instead.. never happened..

So well.. yeah you guys brought this on yourselves.


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 Post subject: Re: 1.6c "final hotfix"
PostPosted: Mon Jul 11, 2016 3:52 am 
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Joined: Wed Sep 09, 2009 10:06 am
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hunterAS wrote:
Before Ensley's patch came out I asked for documented changes.. never got them.

I asked for Mraw's patch to be used instead.. never happened..

So well.. yeah you guys brought this on yourselves.


<3

It's ok now we have 1.7 and it looks amazing.

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