Joined: Mon Aug 31, 2009 11:28 am Posts: 1141 Location: Vancouver, BC
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I've posted an update/test package for v1.7. Compared to the previous update in November, here are the recent changes: Recent Changes: - monstats.txt,
- HoW base life from 60Norm, 70NM, 75Hell to 70, 80, 85. Block from 50% to 33%, ResAll from 0% to 33%. Threat rating from 4 to 3. - Oak base life from 60Norm, 70NM, 75Hell to 70, 80, 85. Threat rating from 4 to 3. - SoB base life from 60Norm, 70NM, 75Hell to 70, 80, 85. - itemstatcost.txt
- item_nonclassskill (oSkill) has had it's description removed, this line was copy-pasted with label "item_nonclassskill_description" and that line does nothing but apply the oSkill description on an item. - stats produced for the elem_minDmg_perLvl (fire, cold, ltng, pois (this looks dumb though, don't use it in v1.9 without changes), magic). I already made a Phys copy a while back, so just completing the set. - properties.txt
- "Uninterruptible" added for the "Uninterruptable Attack" mod on items (same mod as appears on Concentration aura). Will replace Evade oskill. - "Deadly-att/lvl" added, with 1/8th DStrike in min field, 1/2 ARating in max field. Will replace weapon mastery oSkills. - "oSkill-NoDescription" added that only applies the item_nonclassskill stat. - "oskill" changed to also add the item_nonclassskill_description stat. Now we can add invisible oSkills to items. I was trying to add "SpellMasteries" and "CharStatPerks" as oSkill automods for gloves and boots to make it easier for players to activate those passives without +AllSkills, but I failed to make it work only for those two passives (wtf Blizzard). One side effect of this change is that your char's current gear will lose the oSkill description, but that's it (no crashing, no bad inventory, no skill loss). - elem-dmg/lvl mods added for fire, cold, ltng, pois, mag, and Elem. - relabled some old elem-dmg/Lvl mods to elem-MaxDmg/Lvl, since that's what they're actually doing. A quick relabling in uniques, runewords, cubemain, sets, setitems, magicprefix, magicsuffix, gems, then a quick test (Um rune, Diggler, Hexfire (new fire-dmg/lvl), Nokozan, ArcannaStaff, topaz craft weapon) showed no broken items. Quick test of each new elem-dmg/lvl mod on a test item looked fine (except poison, it's not dividing the number by 256 or displaying a duration). - states.txt
- SpellMasteries state added (intending to replace the 3 EleMastery, PoisMastery, and MagMastery states). I can only give 5 effects per Passive, so this gives 5 PierceRes effects while CharStatPerks will give the ManaRegen effect. - Enchant state will now dye weapons white and the charscreen damage blue. This was done to ease confusion with this state's re-use with ChillingTouch, ShockingGrasp, VampiricTouch and Enchant. - charstats.txt,
- removed all starting gear from characters. I can't give these items automods, so you're missing out on the hidden-passives buffs if you're not buying an item with +1Skills. - SpellMasteries hidden passive given to all characters, this replaces the "scroll of town portal" skill. - skills.txt,
- Enchant, ChillTouch, ShockingGrasp, VampiricTouch now all share the Enchant state (they will no longer stack, they will all display silly flamey whirls when cast but should play a sound appropriate for their element if you pay close attention). - VampiricTouch now gains a duration synergy and ARating synergy with EnergyShield and BoneArmor (copy-paste of Shocking Grasp's fields). ChillTouch still has those synergies with BoneArmor and ShiverArmor. - FireMastery ColdMastery LtngMastery PoisMastery MagMastery states removed, stats given to SpellMasteries and CharStatPerks. This was done because these skills exist on several items as a way of balancing the -%EnemyRes available to all classes. - SpellMasteries passive skill created. In testing, when a Sorc invests in a EleMastery, she gains no bonus until her "AllSkills" mod changes (so weapon swap if you've only got a weapon with +AllSkill). If she only has access to +SorcSkills, then she'll have the correct stats only upon joining a game (I'm not even sure why this is the case, but it's a pretty good or lucky result). - CritStrike passive state removed, stats given Pierce, preqrequisite skill Pierce added. Skill level and skill-tab positions of Pierce and CritStrike swapped. This was the better implementation because many items have Pierce oSkill to promote non-Zon archers. - Avoid passive state removed, stats given to Dodge, preqrequisite skill Dodge added. - BO & Shout states replaced with battlecommand, stats (except +Stamina) given to BCommand, prerequisite skill BCommand added. The purpose of this change is that a Barb can only select BCommand for casting (due to skilldesc.txt changes), but I can still have BO onStruck mods on gear. - BCommand is now level 6, Shout is level 24, BO is level 30, Manacost of BCommand increased to 10 to compromise for it's 3-in-1 effect. - IronSkin state removed, the PhysRes and +AC stats given to CharStatPerks, the +%AC removed while +AC buffed to compensate. This was done because IronSkin exists on several items as a way of balancing the PhysRes between classes. - hirelings.txt, all Hirelings given the SpellMasteries (needed for EleMastery skills) hidden passive, A2 & A5 had room to receive CharStatPerks (needed for ironskin) so they have it. A1 lost CriticalStrike. A quick test with A3 merc in Hell implies successful implementation (killed a 99%ColdRes Zombie without much trouble, so his ColdMastery should have been in effect).
- skilldesc.txt,
- HoWolverine upper description updated to 33%Block 33%ResAll. - BO and Shout removed from left & right click menus, skill description altered - BO, Shout, Taunt, WarCry, BCommand skill icons moved on the WarCry tab (aligned BO, Shout, BC) - VampiricTouch synergies updated. These don't appear when you select the skill as an oSkill, but I wanted to update them just in case someone in v1.9 wanted to give these skills to some class. - sets.txt
- Arctic Set "PierceAllRes 10%" completion bonus removed, 2-piece CriticalStrike oskill replaced with 20% DeadlyStrike. - setitems.txt,
- Tal'sBoots WereWolf and Fury oSkills moved to 4-piece bonus, 30 ReplenishHP added - Tal'sShield +1AllSkills added as 3-piece bonus. In the past the extra +%SpellDmg on the weapon was intended to make up for loss of a +Skill on completion, but I think that's not enough anymore (+%SpellDmg is more common now) - uniques.txt,
- Replaced instances of NaturalResistance oSkill with resAll/Lvl. - Magefist weapon masteries replaced with DStrike-AR/Lvl. - SoulShards (from hell Act bosses) reduced the bonuses from 5% to 3%. These mods exist on more items nowadays, so don't need such large numbers on end-game large charms. - WolfHowl enabled in FuryVisor. oSkills WereWolf FeralRage, reanimates ShadeWolves, 2 sockets. - TombReaver enabled with Dmg vs Undead, 20HP 2MP onStrike, RIP, 85%EDmg with extra IAS (-90 speed point, i.e. 4 frame attack with Fury in WWolf form). - Dragonhead enabled with 5%onStruck Lvl30 ABlast, Inferno, Lightning (basically just completing a Convictor set with Tiamat'sRebuke, DragonMouth, Elementalist's set, etc), 15%ResMagic, 2 sockets - Templar'sMight enabled with oSkils for all 5 SpellMastery skills (couldn't think of better ways to make it differ from "Hatred" runeword while keeping it Offensive, at least it's the only armor with those Masteries so could be worth a lot of ManaRegen), NoFreeze, +15%MP, 3 sockets. - Tyrael'sMight enabled with no PDR/MDR, but has 15%ResElem&Non-Elem, NoFreeze, +10%HP&MP, 3 sockets. - runes.txt. This is where I had the most trouble with BO-BC-Shout procs, and decided on the solution above. I'd made changes that felt stupid to about 5 items before I reverted to just the changes below.
- "Call to Arms" BO and Shout charges changed to oSkill. Since those are essentially soft-synergies for BCommand, I'd rather this item be too strong by needlessly buffing a Barb's skills rather than charge-synergy-bugging him into 20+ free skill points. - "Jealousy" removed MagicMastery (I'm probably over using this as it is, let alone giving it away for a SS Amethyst and Sur) - "Brand" (spear and jav), replaced SpearMastery and ThrowingMastery with DeadlyStrike/Lvl and ARating/Lvl, replaced Evade with Uninterruptable 20% - cubemain.txt,
- Edited ruby crafts to remove oSkills other than common ones (IronSkin, IStamina). Replaced with /Lvl stats with similar effects. - No change to sapphire crafts since those procs are relatively common. - Disabled gear-dying recipes. For all I know, multiple dyes might stack and allow folks to create items with several states each, but maybe each dye replaces the previous. Better safe than sorry for now. - magicprefix.txt, disabled the +AllSkills mod on boots (boots should never gain a +AllSkills in v1.7)
- missiles.txt, added a next-hit delay to the Barb Ancient Madawc's Throwing Axes. Each of his axe-volleys should hit, but rather than someone getting 6 axe hits, they'd get 2. While testing, I noticed that his FireEnchantment bug is a little like an aura with a radius of about 6 yards, it seems to proc 0-10 times per second, and might have been doing trash attack damage each time (my sorc's mana shot down, but not her HP, so the 66%EShield with regular PDR/MDR was sucking it up). The axe's next-hit had no effect on this. His FE-bugged melee hits do about 6k-9k damage in Hell (my test-sorc with 50%FireRes 0%PhysRes lost about 3k of her 4k HP, and all of her 3k MP but I don't think the mana was max at the time)
- Noteable Experiment: I tested with Lvl5 BC-BO-Shout skill oSkill item that also had 100%Lvl40BO onStruck. I could buff myself with BCommand with Lvl5BO stats, when the Lvl40BO was cast, it did not affect the %EDef and +1Skill of BC, but did raise the BO stats (and probably duration) to level 40 values. Casting BC afterwards reduced the BO stats to level 5. It looks like when two skills of the same state are cast, the highest of shared stats are kept while unshared stats are overriden by the newest cast.
- Noteable Experiment: I tried to reduce the Barb to 3 weapon masteries: 1Handed, 2Handed, and Ranged. I was unable to make them work (itemtypes created, skills.txt adjusted, in-game test had the skill with no effect (not even the pre-change effects, so I'm not sure HardCoding is to blame)). I might look into this further at another time, but for now I'll see how the state-issue looks (Barb's states already reduced via BCommand and ISkin changes, Sorc states reduced via Mastery changes. I believe those were the two worst cases).
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