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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 11:44 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
skivg2011 wrote:
You utter the words, 'uoculoihuyl'.
This is a copper band, a medium copper treasure, weighing approximately 2
lbs. It is of outstanding quality and is worth approximately 194 silver.
It bears an enhancement enchantment to slightly increase magical protection.
It bears an innate enchantment to greatly increase magic resistance.

I can safely say that was quite heavily enchanted beforehand in the resistance category. Maybe it only affects new enchants?

Ah, yes. It only affects new enchants. Everything seems to be working as expected.

skivg2011 wrote:
Also, do the debuffs to saves work against npcs as well (assuming they have saves on what they wear)?

Yes, it does. Assuming they have saves on what they wear.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 11:45 pm 
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Location: Redwood City, California
ninja_ardith wrote:
Banhammer wrote:
Does the level of a malediction/warlock spell effect the degree of impairment?

Ex. lvl 30 blindness resisted - 1 fortitude
lvl 40 blindness resisted - 2 fortitude
lvl 50 blindness resisted - 3 fortitude


He said the casting speed of the spell affects the degree of impairment.

Ardith is correct. Level of the spell effect has no determination on the amount of the impairment.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Thu Dec 29, 2011 12:14 am 
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Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Dulrik, mind answering for the record your expectations for the # of rounds that one should be able to be cast at before being affected consistently? Just curious more than anything. I imagine impairments are defeatable by enchanting for moar hours. :cry:


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Thu Dec 29, 2011 5:04 am 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Thank you, D. These changes are overall very nice. I'd like to petition that priests get their faerie fire back, though. It's one of the only ways that they can step up from a support role and defend themselves in an emergency without a magical arsenal. You can take an -actual- useless spell from us. Oh, let's say "detect poison." Make it higher level for the clerics, as well. :)


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Thu Dec 29, 2011 6:53 am 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
D, you need to get on and resurrect me so I can run your suggested tests without the need for the oracle.

edit: Did a quick test putting my lock up front. Took twice the damage as being in the back. Dex is lower on lock, armor is lower than I like, lock lacks dancing high dodge. I really need to make same race same set up skill level to try this you need a test server.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Mon Jan 02, 2012 4:45 pm 
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Joined: Mon Jun 17, 2002 9:52 pm
Posts: 144
Question,
The code update talks about how Elementals are harder to dispel. Just watching another play this class their elemental has been dispeled ALOT easier by NPC's expert/mentor level. Also they are grey and a holy word dispelled the elemental as well...playing this class before I dont ever recall having my elemental being dispeled by a NPC, can you expand on this?

thanks


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Mon Jan 02, 2012 5:02 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Sorry, I won't expand on it. The only clues I will give are already in this thread.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Tue Jan 03, 2012 9:31 am 
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Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Quote:
- Elementals conditionally made more difficult to dispel


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Tue Jan 03, 2012 9:41 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Was the enchanting change purely aesthetic, or did it actually have an effect on the success rate of enchant?


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Jan 04, 2012 10:49 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Almost completely aesthetic. There is an edge case where success rate may be slightly different.


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