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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Sun Sep 18, 2016 2:24 pm 
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Ksharn wrote:
Quote:
- Raise Dead is free of penalties if cast by a priest of the same religion

How does this (if at all) apply to Shaman's casting Raise Dead? Do other pantheist characters get the same penalty free raise if it is done by a Shaman?

Like warlocks with breath of life, shamans using raise dead do not have any loopholes for reducing the XP cost to zero.


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Sun Sep 18, 2016 5:50 pm 
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Joined: Sat Sep 10, 2016 6:13 pm
Posts: 74
SK Character: Gemyna Milmyra
Dulrik wrote:
Trosis wrote:
One thought about the invests.
I'm probably going to get hate for this, but I think that the NPC invests shouldn't be active if the HP and HF flags are set. If both are set, there is probably enough opportunity to get invested quickly. Doesn't have to happen, but I enjoy the invest RP.

Keep in mind that NPC Priests will ONLY invest clergy. That means people whose classes are Priests (or Paladins/Hellions for those deities that permit them). Which means all the investment RP is still needed for any other class that wants to join. And you also still have the opportunity to perform RP with the clergy to potentially upgrade them to Favored status.


Any info available as to HOW to request/command said NPC Priest to invest the clergy? I have a particular clergy character who's looking to get invested into a religion who has NO high follower at all (according to your religious head chart anyway) and I'm kind of stuck so this is perfect for said character. How would I go about getting the NPC to do it though?


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Sun Sep 18, 2016 6:05 pm 
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Assuming you qualify for the religion, as soon as you enter the room the NPC priest will talk to you about it.


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Sun Sep 18, 2016 6:06 pm 
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SK Character: Gemyna Milmyra
Got it. Thanks


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Mon Sep 19, 2016 12:12 am 
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My question concerns the healing "buff". Yes, someone with a good amount of wisdom can heal someone with a good amount of con very well, but the question is, does this apply also to other forms of healing? For instance, someone with a good amount of wisdom casting sanctuary on a resistant barbarian to heal them. Granted, there aren't many resistant barbs (maybe one?) in the game right now, but I'm curious as to how this would work. Or does this update only relate to strictly healing spells such as cure light, serious, crit and heal?


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Mon Sep 19, 2016 9:33 am 
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Dubzilla wrote:
My question concerns the healing "buff".

You put "buff" in quotes but I've never described it as a buff. There are some edge cases where it's stronger, but overall it's commonly break-even for clergy casters and a nerf for every other type of healing.

This includes MR Healing which receives the CON bonus but not the WIS bonus. Therefore, like item healing, it's been nerfed.

Overall, healing needed to be dialed down a notch. After the nerf to enhanced damage, healing needed to be recalibrated as well. But we decided to do it in such a way as to promote clergy casting and races that excel in those two stats.


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Mon Sep 19, 2016 9:56 am 
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Joined: Mon Mar 04, 2002 10:42 am
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Is healing rays affected?


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Mon Sep 19, 2016 10:08 am 
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Yes, every single way that you can be healed in the game is affected. Healing rays is in a muddy middle ground, because even though it isn't clergy, you can get the WIS bonus.

Also I want to make sure that cause and effect are not about to be misconstrued. The desire and proposal to make healing dependent on WIS/CON stats was made prior to the change to enhanced damage. We want casters to be better at healing than devices and we want priests to have another reason to actually prioritize wisdom as well as intelligence. And fighters making sure they have max con while fighting is now also more important. It adds a bit more strategy to builds.

But following the enhanced damage changes, it was more obvious we couldn't make healing any better without doing a reset and first making all types of healing a bit worse. So both of these factors came together when designing the system.


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Mon Sep 19, 2016 10:21 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
So is it based of max wis/con or modded?


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 Post subject: Re: Code Update 9/17/2016 Q&A
PostPosted: Mon Sep 19, 2016 11:10 am 
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Location: Redwood City, California
It's whatever your stat currently is. If you have a way to raise your stat above it's normal max, that will obviously help even more.


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