Shattered Kingdoms

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PostPosted: Fri Feb 06, 2009 3:05 pm 
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Immortal (Inactive)

Joined: Tue Mar 18, 2008 3:22 pm
Posts: 1049
SK Character: Ain
Herbs and vials both check for MR.

Edit: Jhorleb, I won't disagree that an HP build is better for a barb in PvE than an "MR build". But it is my experience that an MR build is still feasible, and won't be completely wrecked in PvE. Besides. 100hps is not the grand advantage, it's the healing factor that is.


Last edited by Ain (2012) on Fri Feb 06, 2009 3:08 pm, edited 1 time in total.

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PostPosted: Fri Feb 06, 2009 3:06 pm 
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which is sad, I dont think either should. My reasoning would be because they are ingested!


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PostPosted: Fri Feb 06, 2009 3:07 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Ain wrote:
Herbs and vials both check for MR.


They are supposed to suspicious of magic. Shaman powers can be coined as spiritual and herbs are definitely natural. Herbs at least should ignore MR. Having barbs MR ignore all shaman spells would be nice and balanced.


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PostPosted: Fri Feb 06, 2009 3:15 pm 
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SK Character: Ain
Quote:
herbs are definitely natural


Enh...certain herbs I'd say are natural. Some effects I couldn't justify as natural no matter how much I wanted to. (for instance, suddenly flying after eating something)

I do see your point - but despite that, I don't think herbs should bypass MR. Ingested magic is still magic.


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PostPosted: Fri Feb 06, 2009 3:18 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I sense a lot of the making up of the crap in this thread. Who says that herbs are natural, and who says that shaman spells are any more or less magical than priest or even sorceror spells? Is an herb that makes you invisible not magical? That seems quite magical to me.

I am playing Devil's advocate here, but just make sure that you aren't all taking the general belief of barbarians' as specified in the helpfile as the gospel truth. Just because a barbarian is suspicious of a priests' magic over a shamans' magic doesn't actually make a priests' heal spell any more or less magical than a shaman's heal spell. I'm personally against making shaman spells go through barb MR on the sheer fact that it makes very little sense.


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PostPosted: Fri Feb 06, 2009 3:34 pm 
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Ain wrote:
Quote:
herbs are definitely natural


Enh...certain herbs I'd say are natural. Some effects I couldn't justify as natural no matter how much I wanted to. (for instance, suddenly flying after eating something)

I do see your point - but despite that, I don't think herbs should bypass MR. Ingested magic is still magic.


Actually, I would say that herbs are totally natural . . . in SK. They are gathered and they grow in nature. No magic is used to make them what they are, they just are. So, they are totally natural in the realms of SK.

tsk, tsk, adding too much in the reality!


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PostPosted: Fri Feb 06, 2009 7:31 pm 
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SK Character: Ain
Debatable! Who's to say someone didn't inject magic into the soil to give herbs their magical properties? You don't see tomatoes making anyone fly.


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PostPosted: Fri Feb 06, 2009 8:14 pm 
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SK Character: Pilnor, Surrit, Berr, Rall
It's not debatable, the code proves it! If herbs weren't magical, they wouldn't be affected by MR!


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PostPosted: Sat Feb 07, 2009 10:30 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Making barbs able to be affected by shaman magic was something we considered from the start and still haven't ruled out as a possible option.

Another possibility might be to allow barbs to temporarily lower their natural resistance, but it automatically comes back on after a tick and when it does, all the spells affecting them would go poof. That will allow them to get around annoyances like needing to be cured of blindness.

As far as how good it is, I agree that it is highly equipment dependant and it's probably that the EQ doesn't yet exist to allow you to demonstrate the full potential. But I have to balance features around the theoretical maximum. Now there is a reason for builders to actually make MR gear, so I am sure we will see some more.


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PostPosted: Sat Feb 07, 2009 12:10 pm 
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I just find it very humorous that this build, which seems to have been created out of the RP concept of barbarians being wary of priest/sorceror magic, involves a barbarian knowing what magical enchants (mostly placed by a priest or sorceror) are on his suit, and not only that, but seeking out priests and sorcerors to place MR on his suit.


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