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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Wed Dec 09, 2015 8:24 am 
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Mortal

Joined: Tue Aug 12, 2008 10:23 am
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Location: Gulf Breeze
How will the dwarven craft bonus apply to brewing?


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Wed Dec 09, 2015 8:24 am 
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Joined: Sun Aug 26, 2007 12:45 am
Posts: 203
Cordance wrote:
Is there a change planed for word of recall now that there is no way other than curse to counter word of recall?


Last I knew, Taunt prevented word of recall.

Quote:
Crafting skills refers to skinning and also one specific cabal skill. It does not refer to brewing.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Wed Dec 09, 2015 9:04 am 
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Joined: Tue Dec 25, 2012 3:54 am
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SK Character: Caric
Volgacks wrote:
Last I knew, Taunt prevented word of recall.


You would think that only quaff heal counters taunt so it doesnt really just makes it more expensive to use.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Wed Dec 09, 2015 10:31 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
jreid_1985 wrote:
How will the dwarven craft bonus apply to brewing?

Answered this 10 posts up in a reply to ObjectionistActivist.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Wed Dec 09, 2015 10:41 am 
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Location: Redwood City, California
Cordance wrote:
Is there a change planed for word of recall now that there is no way other than curse to counter word of recall? If there is not how do you expect anyone to actually die from combat other than group ganks?

Is there a change planned? No. Will a change be needed? Possibly. The game is fluid and changes always necessitate other changes. But the reflex change is easily tweaked, so its more likely that we would start there rather than change word of recall.

Cordance wrote:
Does the reflex save make it so you can resist falling yourself when bashing/tripping?

No.

Cordance wrote:
Does the spell item include weapons with spell buffs on them such as deafness etc?

Yes, although I hadn't thought about that. They weren't the target of the change so might be excluded in the future.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Wed Dec 09, 2015 10:06 pm 
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Joined: Mon Jan 05, 2015 1:22 am
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Quote:
- Fire/cold/lightning damage is not reduced by racial magic resistance


Will this affect centaurs then?
Quote:
They shake off the cold with ease and even shrug off the effects of acid, but are in turn more vulnerable to fire.

Or are we only talking about the halfling and other races resistance?
Halfling Help File wrote:
and some quirk of their constitution makes them resistant to magic


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 10, 2015 12:18 am 
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Centaurs are not resistant to magic, they are resistant to real acid and cold. They will continue to be resistant to acid and cold (as well as vulnerable to fire).

Races that are resistant to magic (as mentioned in their help files) include elves, deep-elves, sprites and halflings.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 10, 2015 9:45 am 
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Joined: Tue Mar 18, 2014 10:14 pm
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Dulrik wrote:
- Reflex save to avoid being knocked prone due to attack skills

This includes both bash and trip I assume already. Does this also include the AoE heaving bulk bash from NPCs? I assume this does not include the spells earthquake and dig, as they are not attack "skills" correct?


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 10, 2015 2:15 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Dulrik wrote:


using bash or trip in pk will be suicidal now. the reflex save against prone should work just like it does for other reflex saving throws - reduce the effect by 1/2 like with acid blast, hellfire, flamestrike, fireball, etc. if u make the saving throw, it should reduce the duration of prone by 1/2 and if u fail the saving throw then ur prone for the full duration.

the chance to knock someone prone with bash is below 50% in my own tests (against targets with 0 reflex), but u still get lagged if they make the saving throw. it is way, way too risky to use trip or bash now - the risk/reward is skewed horribly against the tripper/basher.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 10, 2015 7:54 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Baranov wrote:
Dulrik wrote:
- Reflex save to avoid being knocked prone due to attack skills

This includes both bash and trip I assume already. Does this also include the AoE heaving bulk bash from NPCs? I assume this does not include the spells earthquake and dig, as they are not attack "skills" correct?

It does not include heaving bulk smash. But earthquake and dig already granted a reflex save to avoid prone even before this change.


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