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 Post subject: Code Update 8/2/2016 Q&A
PostPosted: Wed Aug 03, 2016 9:19 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Read the announcement here!


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Wed Aug 03, 2016 5:00 pm 
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Joined: Thu Aug 06, 2009 2:06 pm
Posts: 128
These changes look really awesome imo, I'm excited to try a few of them out!


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Wed Aug 03, 2016 5:04 pm 
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Joined: Thu Aug 06, 2009 2:06 pm
Posts: 128
The spellpower bonus animates basically means that the animates are stronger or weaker based off of the necro's spell power rather than just level? Or is your spell power just added into the strength of the animate and the level of corpse?


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Wed Aug 03, 2016 6:25 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Dulrik wrote:
And there is more to come soon!
Any hints as to what area of the game this "more" might be?


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Wed Aug 03, 2016 7:10 pm 
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Location: Redwood City, California
Karvik wrote:
The spellpower bonus animates basically means that the animates are stronger or weaker based off of the necro's spell power rather than just level? Or is your spell power just added into the strength of the animate and the level of corpse?

It means that animate special abilities such as chill touch and paralyze have a better chance to land now. It's based on the power of the animated dead, not the necromancer's personal spellpower.


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Wed Aug 03, 2016 7:10 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Edoras wrote:
Dulrik wrote:
And there is more to come soon!
Any hints as to what area of the game this "more" might be?

Some additional things for tribunals, a few more class ability tweaks and some bug fixes are next on tap.


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Wed Aug 03, 2016 7:57 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Thanks!


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Sat Aug 20, 2016 2:06 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
This makes me want to play a griffon paladin again.


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Tue Aug 15, 2017 6:10 am 
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Joined: Tue Nov 29, 2016 10:36 am
Posts: 39
This is old, but I can't make sense of it. Why did dwarves get prone resistance and not giants? Dwarves should not have it at all, and giants should if any biped race does. There are already enough benefits to playing a dwarf vs a giant.


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 Post subject: Re: Code Update 8/2/2016 Q&A
PostPosted: Tue Aug 15, 2017 8:27 am 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
gergi wrote:
This is old, but I can't make sense of it. Why did dwarves get prone resistance and not giants? Dwarves should not have it at all, and giants should if any biped race does. There are already enough benefits to playing a dwarf vs a giant.

I'm curious the theories behind your dwarf v giant assessment.

Historic numbers have generally seen more dwarven spellcasters than giant spellcasters. But otherwise, pretty much all metrics for racial representation as long as we've recorded it has shown giants to be vastly more popular selections for adventurer and warrior classes. Up until this update, dwarves + centaurs + minotaurs have consistently been the least-popular/least-played races in the game as a whole.

Other changes including the prone changes and reduction to enhanced damage have hurt the giant brand a little bit, but still do not appear to have substantively changed the metrics described above.


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