Shattered Kingdoms

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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 10:00 am 
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patrisaurus wrote:
How about a teaser on aura of negation, D?

Help file is available in the game.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 10:01 am 
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Adroan wrote:
Griffon barbs can now parry/disarm with only claws correct?

Correct.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 10:06 am 
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Edoras wrote:
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- Creatures with natural weapons can parry/disarm

My first feeling with this is that it's going to mess up everyone, since you can't pick up weapons while fighting anymore. How about allow them parry but not disarm, since they can't be disarmed themselves it seems only fair. People in PvE oftentimes end up fighting multiple NPCs at once, which means that it's going to become commonplace to get disarmed and totally screwed over by NPCs, wasting both the time for your trip and also making you have to waste time just getting your weapon back, or maybe just giving it up.

Just because they have the capability of disarm doesn't mean they will more often than before. That will be evaluated as we move forward.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 10:13 am 
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Muktar wrote:
Does this mean a Minotaur that is using his fists can parry/disarm with their horns? :lol:

No.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 10:21 am 
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jhorleb wrote:
So the aura of negation has a chance of hitting all in the room with a dispel effect? Including allies?

No, it only normally only affects one target per use of the aura (although if you get a great skill check, the aura will not drop after that triggering). The verbiage about not controlling it's affect refers to the fact that the skill does not have a target. Whoever attacks the barbarian first will be the one affected by the aura (in practice this would usually be the guy who would get counterstriked). The barbarian does have more control if they initiate the fight instead of being attacked.

jhorleb wrote:
Also does the barb's worn MR get included in the strength of his negation aura?

Yes, it does. This ability uses the MR rules, not the dispel rules. Any MR you have applies, but its not the full percentage of your MR. So you don't need to train MR to make use of this skill, but it won't work very well without training.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 11:23 am 
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Joined: Thu Oct 06, 2011 10:59 am
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Can we add a couple PC races with natural weaponry now?


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 12:08 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Thanks Ardith, how about letting griffons become mercs and add claws to the spec list!


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 12:12 pm 
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In the dim reaches of the past, griffons were able to be mercs and not barbs. Ultimately, it didn't make sense and we changed it to the current version. Yes, there are some griffon weapons, but they are just not masters of weapons. Barbarians fit the bestial part of their nature much better. Not planning to re-allow it.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 12:15 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
The only reason I suggest it is that if they truly are the masters of their claws, a class that allows enhanced parry would be very beneficial and make griffons a really good choice for a class instead of being nearly last choice.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Tue Apr 24, 2012 12:21 pm 
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Joined: Thu Oct 06, 2011 10:59 am
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Griffon Merc spec in claws and in fist.


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