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 Post subject: Spirit Disorientation
PostPosted: Thu Nov 11, 2004 11:55 am 
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Mortal

Joined: Wed Feb 18, 2004 9:52 pm
Posts: 831
Location: Western New York
Quote:

o Affect: 'deafness' o
o Affect: 'spirit disorientation' affecting attributes o
oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo

[HP: 87%] [ME: 46%] [PE: 83%]
>
oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoO
o [Attributes] Kraivore Margda, Desert Liberator o
o===-===-===-===-===-===-===-===-===-===-===-===-===
o Status: Mentor Race: Dwarf Class: Barbarian o
o Age: 47 Sex: Male Size: Small o
o Alignment: Scrupulous Handiness: Left handed Religion: Zavijah o
o===-===-===-===-===-===-===-===-===-===-===-===-===-
o STR: Titanic INT: Smart WIS: Clever o
o DEX: Nimble CON: Unstoppable CHA: Distant o
o===-===-===-===-===-===-===-===-===-===-===-===-===-
o Carrying capacity: 18 items with a maximum weight of 404.0 pounds. o
oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoO

[HP: 87%] [ME: 46%] [PE: 83%]


For some reason Spirit disorientation only affected some of my stats, and not all of them. I am wearing equipment that modifys my stats higher then my characters races maximum, could the extra mods override the spirit disorientation?

Quote:
STR: Titanic INT: Dim WIS: Naive o
o DEX: Limber CON: Hardened CHA: Distant o
o===-===-===-===-===-===-===-===-===-===-===-===-===-
o Carrying capacity: 13 items with a maximum weight of 354.0 pounds. o
oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoO


I did some more work with this and after I removed all my armor the stats went down to where they should have been at with spirit disorientation. It seems that if you have enough mods you can override the spirit disorientation.


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 Post subject:
PostPosted: Thu Nov 11, 2004 12:41 pm 
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Mortal

Joined: Sat Mar 06, 2004 7:10 pm
Posts: 2577
Location: Boston, USA
SK Character: Sorel
SD lowers all current stats by 1, so you can just get a +1 mod to offset it i believe.


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PostPosted: Thu Nov 11, 2004 3:15 pm 
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Joined: Wed Feb 18, 2004 9:52 pm
Posts: 831
Location: Western New York
I know, but is it suppose to work like that because if it is SD isn't going to mean anything to a lot of players who know where to find the mods to correct it.


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PostPosted: Thu Nov 11, 2004 5:59 pm 
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Joined: Sun Aug 29, 2004 8:13 pm
Posts: 92
I think that would be the point. This is not a bug.


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PostPosted: Fri Nov 12, 2004 9:01 am 
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Joined: Sat Aug 16, 2003 5:23 pm
Posts: 59
Location: Wisconsin, USA
Personally, I'd love to see a message for when SD wears off. I know there is one for when it hits you, so why not see something when it goes away?


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PostPosted: Fri Nov 12, 2004 9:42 am 
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Joined: Fri Oct 24, 2003 7:26 am
Posts: 1908
Location: Under my covers... sleeping
I agree with fridge. SD should take off maxes so mods don't matter. And yes, when SD wears off, a message would be nice.

sleeper


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PostPosted: Fri Nov 12, 2004 11:09 am 
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Joined: Wed Jan 22, 2003 10:33 am
Posts: 570
I could be wrong but when the change was put in mods shouldn't have had an effect on the penalty. In other words you could wear as many mods as you wanted you would still be suffering the penalty. I think this is a bug. If I'm wrong and this isn't a bug, I would suggest that the system be changed so it does work this way.


Lei Kung


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