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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Mon Dec 31, 2012 12:47 pm 
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Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
I am skeptical of all this talk about art and saves in the post enchant overhaul era. My problem is that nobody seems to know how the mechanic actually works. For instance, if a caster with max art tries to petrify an opponent with a 20 CON and 15 points worth of fortitude bonuses, how likely is it to succeed? What if the opponent is a bit tougher and has 20 points worth of fortitude bonuses? What if he's a BA with 30 points? What difference does it make if the opponent is an elf or a dwarf? How much fortitude would a character with a 20 CON need to be unpetrifiable?

I don't know the answer to any of these. I don't think any of the people who have been getting riled up about it do either. I also have no clue what racial resistances and susceptibilities do in terms of modifying success rates, as with elves and charm. If the save mechanics do prove to be a huge problem under the new enchanment system, the solution is probably very easy: dial up the save bonuses from ability scores a little bit. Changing the enchanment system further is unnecessary.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Wed Jan 02, 2013 5:59 am 
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Joined: Sat Feb 15, 2003 7:28 pm
Posts: 177
Location: My moms house...
If warlocks take 1/2 dmg from own AOE spells and have resist elements on:
Do they take about 1/4 damage from fireball?


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Wed Jan 02, 2013 9:53 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Go ahead and try it out. Feel the burn.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Wed Jan 02, 2013 7:10 pm 
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Joined: Sat Oct 02, 2010 10:24 pm
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xcheese08 wrote:
If warlocks take 1/2 dmg from own AOE spells and have resist elements on:
Do they take about 1/4 damage from fireball?

That seems about the case. Putting up RE, I did some practice with fireball and even when burning severly, it never seemed to go much beyond 5% hit. I'm pretty positive that before the change, without RE, I could easily push 15-20% on those hits.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Jan 04, 2013 5:23 am 
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Joined: Fri Dec 14, 2012 4:45 am
Posts: 45
Location: Sith'a'Niel
Anyone else notice their mana regen is significantly lower after this update?

Also how come some store-bought pets with innate fly are no longer mountable? (firebird, komodo dragon, cloud serpent to name a few).


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Jan 04, 2013 6:35 am 
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Joined: Fri Jan 17, 2003 5:21 pm
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Location: Dänimarka
Storm wrote:
Anyone else notice their mana regen is significantly lower after this update?

Also how come some store-bought pets with innate fly are no longer mountable? (firebird, komodo dragon, cloud serpent to name a few).


Someone can correct me if I am wrong, but the pet things should be a result of a general pet nerf quite a while ago. Pets with flight and bash and other perks are generally not allowed to be mountable from a builder point of view anymore. Maybe a few remaining ones just got cleaned up if this was in fact a recent thing.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Jan 04, 2013 7:00 am 
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Joined: Fri Dec 26, 2008 1:22 pm
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It's something along those lines. From what I remember, builders can only give a pet so much now. A pet with average HP pool can bash and rescue, but not trip or fly. A pet with below average HP pool can bash, rescue, and fly, but not trip. A pet with above average HP pool can only bash.

This is just explaining what it's like and in no way am I saying this is how it is. HP pool might not have anything to do with it, just explaining the general concept.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Jan 04, 2013 7:12 am 
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Joined: Fri Dec 14, 2012 4:45 am
Posts: 45
Location: Sith'a'Niel
Sorry I didn't clarify, before that said patch all the pets I mentioned had innate fly and were also mountable.
After the patch *poof* no longer mountable. So why is that?

A pet like the cloud serpent or firebird have very little Hp compared to others, have 0 skills, but are flying and mountable and have a large PE pool. As a... lets say halfling warlock I found those kind of pets useful.
If you take the mountable part away they are just useless.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Jan 04, 2013 7:48 am 
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Joined: Fri Dec 26, 2008 1:22 pm
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Again, I don't know the exact limits placed by the update to pets, but they had something about them that made them go over the limit of what a pet is supposed to have, so something had to be changed. A lot of pets have been complained about as being useless now. These two are thrown in to that exceptionally large pile.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Jan 04, 2013 8:33 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Komodo dragons are no longer mounts. Many pets have been changed over the last year to adhere to pet guidelines. This often means that if they are mountable, they have to give up capabilities in some other area. If you think a pet is still excellent, there's a decent chance it hasn't been adjusted to the new system and ought to be reported using the typo command.

But that wasn't the problem for the firebird. There was a bug where NPCs of races that are not normally mountable but specifically set as mountable in their pet form were not working correctly. It was already fixed at least a day or two ago, so go try your firebird (or woolly mammoth) again.

Couldn't find a cloud serpent to check which way it went. Go try it again.


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