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 Post subject: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 10:36 pm 
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Kicking off the questions for the update announced here.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 10:43 pm 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
Aww. Crashity crash. :(


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 10:45 pm 
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Fix MR to protect against voodoo


HAHAHAHAHHAHAHAHAHAHAHHAHAHAHH YES.

This helps mages sooo much.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:05 pm 
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SK Character: Pilnor, Surrit, Berr, Rall
Cool changes all around, specifically the mount fixes.


MR to protect against voodoo is like.... wat.
I mean, voodoo is dumb, but why not just remove the spell, rather than encourage/force casters to all roll MR.


- Self-cast spells do not cause fatigue on expiration
Why? Did sorcs need more buffs, or was this something related to faith spells?


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:25 pm 
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huge victory for the MR crowd.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:38 pm 
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No Minotaur Priests? :(


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:50 pm 
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Edoras wrote:
MR to protect against voodoo is like.... wat.
I mean, voodoo is dumb, but why not just remove the spell, rather than encourage/force casters to all roll MR.

Added because I believe it to be an oversight. There are methods for spells to ignore MR, but voodoo wasn't using them. It just had no coded check for MR at all. And another defense against voodoo seemed okay to me.

Edoras wrote:
- Self-cast spells do not cause fatigue on expiration
Why? Did sorcs need more buffs, or was this something related to faith spells?

It was part of the standardization of the peak spell affects. The sorcerer buffs and the faith spells were each trying to do something different. I decided that these buffs when applied to a sorcerer are not broken. It's casting them on other people that leads to broken fighting.

Edoras wrote:
Cool changes all around, specifically the mount fixes.

Thanks.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:56 pm 
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ninja_ardith wrote:
huge victory for the MR crowd.

Even though it's not, I will take this as a question of "What does MR healing impairment mean?"

Every time someone heals through resisting a spell via their MR, their MR percentage for healing purposes will be reduced. This is cumulative per spell until the impairment wears off. So a barbarian won't overly notice this change if they are being healed through someone occasionally casting attack spells at them. However, if they are choking down herbs that have three spells per pop, or getting hit by chain lightning, your healing ability will drop pretty quickly and for long enough that it won't come back for the rest of that fight or any immediate follow-up fights.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:57 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
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Overall, I am glad about the update, but now shamans have the choices of being a: Lump of clay (defender using doll instead of wpn), weak healer, or weak maledictor? Oh... Forgot, guess they can become someone's brew biatch.

also, now sprite priests and delf bards!


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:57 pm 
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evena wrote:
Aww. Crashity crash. :(

I have a fix in place for the crash that will take affect on the next crash/reboot.


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