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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 11:36 am 
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Joined: Thu Oct 06, 2011 10:59 am
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Burning hands seems to take 10-20% more mana now to kill the same NPCs I was killing yesterday for less.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 11:39 am 
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Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
Spidermonkey is going to pk everyone now playing the OP warlock class :(


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 11:51 am 
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Hardly, I don't have the patience to PK. Just playing with the class to see the features.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 12:29 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
spidermonkey wrote:
Burning hands seems to take 10-20% more mana now to kill the same NPCs I was killing yesterday for less.

Keep in mind that we swapped burning hands and shocking grasp. That means the costs were swapped as well and burning hands now costs more than it used to. This seemed appropriate because burning hands is a multitarget spell whereas shocking grasp is only a single target spell.

On top of that if you are below initiate status, Burning hands is now a spell that is a higher level than you. Higher-level spells always have an additional cost, even if you had learned it before the update. The trainers have all been updated so I would suggest going back to learn shocking grasp.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 12:33 pm 
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I wasn't under initiate. It makes sense now that it costs more.

You need to do something about the throw code even with stone skin stuff well under half my level RAPES me with it. 6 newbie NPCs hit with earthquake blow through my stone skin in like two to three rounds and then easily get me to 30% or below if not dead. I understand the need for the throw code but it is insane while trying to level and use all these cool spells. I understand there is a way around it, but sheesh.

edit: I have to add I take less damage at this level in the same area with a bard using b augmented sixth and f minor than I do trying to use earthquake on a quarter of the NPCs. Throw damage is just way overboard compared to melee.

second edit: earthquake at least does damage now, yay!


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 2:01 pm 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
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Location: Hugging a tree
SK Character: Imolth
After a quick search I could not find a trainer for this new dig spell. Is it supposed to be special?


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 2:04 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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KDs will have to add the spell to trainers.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 5:15 pm 
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There it's a trainer for it


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 8:20 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
skivg2011 wrote:
Does 'publicly known' mean all public (non-cabal) spells?

Or just sampling of the spells in game? I notice it seems to be a bit random, spells that are class defining spells like magma spray, domination, and petrification are on the list, but bolt of glory and finger of death are missing.

Yes, it means that I did not list abilities that are considered secret in the game. A few of them might be Impair spells as well.

As far as which ones were selected, I explained this in a prior post - maledictions and some warlock abilities.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 8:53 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
spidermonkey wrote:
edit: I have to add I take less damage at this level in the same area with a bard using b augmented sixth and f minor than I do trying to use earthquake on a quarter of the NPCs. Throw damage is just way overboard compared to melee.

I find this to be an interesting assertion. Throw does not do more damage or happen more often just because you are a warlock. If you are really taking less damage by not having a NPC to tank for you as a bard, how about just moving to the front row when you cast earthquake and seeing if you take less damage?


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