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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:54 am 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:56 am 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
That would be awesome. Maybe I'll be home in time to participate, which would be fun, too.

:)


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 10:25 am 
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Mortal

Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
I'm excited to see what impact this has on putting together the "best" suit. I'll chime in to reinforce the two gripes I've seen, however: priests should get a free respec, and items, when faded, should revert to their innate enchantments. The second one would eliminate the "waiting for repop" timer that is so frustrating.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 10:27 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
That is an interesting suggestion for fading.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 10:34 am 
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Mortal

Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
In previous state, great acc and great dam in a weapon, counted equally. So let's say 5 runes.
In this state, it seems that one great damage counts as 5 runes itself. Is this statement correct?

Second, since we are now get to pick more ways on how to endow our weapons, I would be interested to know some things more about weapons.
Weapon damage defines the maximum weapon damage output and accuracy the probability to attain it ?

Thank you

PS: Making endowing risk-free with this fading suggestion sounds like a buff. If you do such thing, at least add it to both classes.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 12:02 pm 
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Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
Wow! This is the biggest news since crs and bards! I love this update! YEA!


:D


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 12:06 pm 
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Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I'm excited for it, too. Didn't mean for my posts to convey anything to the contrary. The effort as always is much appreciated.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 12:11 pm 
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Mortal

Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
Hm...This change makes me wonder how warlock spells are going to be affected now with the abilities to endow suits really well.

So if I'm understanding this correctly, something like reflex can only be endowed on items and only innate endowments stack? So if you have 4 items (2 rings and 2 bracelets) with moderate reflex (2 on each) then you have +8 reflex? And if you add +4 reflex on them all, then you're only getting a total of +12 reflex because the endowments do NOT stack. Am I understanding this correctly?


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 12:29 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Woe to anyone who does not endow for magical resistance and is targetable by bolt of glory; heck petrifications, charm persons, all will land much more easily now. Should reshape the playing field a bit. Classes with maledictions will also be much more deadly now.

I think its a good change and will make things interesting for all.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 12:38 pm 
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Mortal

Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
What about classes and direct damage spells? Won't endowing for a butt load of MP on armor make lightning bolt, fireball and such less deadly? Or is faerie fire enough of an Mp reduction to nullify that? I mean, I know warlocks have magma and everything but they have other spells too..


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