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Postby Mace » Tue Jan 10, 2006 3:16 am

That is probably a fair bit of the difference then. Frostbolt appears to be slighty weaker than the old firewind, and now firewind is weaker than frostbolt.
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Postby *Splork* » Tue Jan 10, 2006 8:35 am

Frostbolt is quite a bit more powerful than the old firewind. But yes, firewind was lowered slightly to make up the gap between thunder clap and frostbolt.
So if he hasnt gotten the new spellbooks then he did lose some damage.

Enjoy,
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Postby Weasel » Tue Jan 10, 2006 5:05 pm

Ok great, that really answers it then :) I had heard frostbolt was the new spell of choice, but I didn't realize firewind damage had been lowered from what it was. Thanks. :)
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Postby Weasel » Wed Jan 11, 2006 7:19 am

Splork - has firestorm been nerfed a little as well, or just firewind?
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Postby 12345 » Wed Jan 11, 2006 9:43 am

The spells are the same Weasel. Firestorm just tosses a firewind at everything in the room.
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Postby Weasel » Wed Jan 11, 2006 10:05 am

Yeah I realize firestorm is an area version of firewind *stare* but that didn't neccessarily mean they were effected by the same tweaking.
So in other words 12345, yes, firestorm has also been nerfed then. I wonder if an area version of frostbolt will be introduced (frostwind?) as a result..
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Postby 12345 » Wed Jan 11, 2006 11:30 am

Laugh, I wasn't trying to be insulting, I actually meant it's the same spell. Firestorm doesn't have any code of it's own other that to identify all the targets and cast firewind at them. Any changes applied to the base spell affects the area spell by definition.

Good way of doing it actually. Quick, efficient and avoids silly problems like modifying one but forgetting to modify the other.

But yes, every mass spell is exactly like casting multiple versions of whatever it's base spell is. If one gets stronger or weaker, the other does automatically.
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Postby Weasel » Wed Jan 11, 2006 12:55 pm

Kewl - yet another thing I wasn't sure of one way or the other regarding the coding on sloth. Cheers.
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Postby Weasel » Fri Jan 13, 2006 11:22 am

hmm. Well so far frostbolt just seems to use my mana up a little faster (28 mana per cast instead of 25) - running Oly has not improved back to near where what it was on most runs for me I'm sorry to say. My last run got me most of the way through the ground level before I needed to full regen again.. pretty pathetic really ..not that this post will make the slightest bit of difference. I guess grouping is more and more becoming the only way to play sloth anymore if you don't want to become bored to tears hitting smaller mobs and/or spending most of your time regenning, and grouping may well exclude a significant number of players. Sad we don't have much say in it. One man's vision huh..
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Postby *Splork* » Fri Jan 13, 2006 7:55 pm

I will lower the mana cost to 25 mana for frostbolt.

Also, we are in the process of adding something pretty cool(well what a couple of us visionaries think is cool anyways). So keep your eyes open...

Enjoy,
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Postby Weasel » Sat Jan 14, 2006 6:40 pm

Thanks, appreciate it. Still can't quite figure why my runs are so severely effected now though - running at about 50% of what I used to in Oly still.. has parry been nerfed? I can't figure out what else is causing it if Oly hasn't been changed and saves have not been changed..
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Postby Teron » Tue Jan 24, 2006 11:17 am

parry has been made level dependant or nerfed (it doesnt work 90% of times like it used to).

becides, saves have been changed too (you know this already)

btw, why would a tard solo at Oly while there are much better areas expwise?

<edit>
btw, I too think that mud is more tending to be a group mud, and soloing is getting harder and harder, and anything that one uses to aid his soloing to a greater extent than anything else, gets nerfed (just my observation).

Taking into account that Jake was always saying that its a group mud, I dont see anything unexpected going on here. However, it does hurt us soloers more than he could have expected.

Take this solo/group exp split performed lately. Now one has to either suffer half exp solo penalty or take a groupie, which may not be inconvenient if doing run/afk/run style, etc.
</edit>
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Postby *Splork* » Tue Jan 24, 2006 7:29 pm

Not sure where that information came from Teron but...

Neither saves, or parry have been touched at all.


Enjoy,
Splork

On a side note, we are busy working on more skills for the non caster classes. Any ideas would be appreciated, they can be either emailed to Kj or myself, or posted here. Mostly looking for warrior and thief.
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New Warrior Skills Ideas

Postby grantis » Wed Jan 25, 2006 6:26 am

Feel free to flame these ideas to bits but here goes......

warrior skill

Bloodlust

Warrior level

When under the influence of bloodlust the warrior does double normal damage with every hit, but for the duration of the bloodlust the warriors HP's are halved.


Dual Wield

The warrior can, instead of using a shield, wield a weapon in his off hand. This gives the warrior an extra attack with the off hand at -2 to hit.


Disarm

Gives a change to allow the warrior to knock a weapon out of the targets hands and onto the floor.


Intimidate

By shouting, screaming and generally putting the fear of god into your opponent, you give your opponent a -3 to hit for 1 tick. Also gives a very small chance (like 2%) that your opponent will run away.


Wrestle

The warrior attempts to wrestle his opponent to the ground. Make it based on a strength and size check (obviously you can't wrestle dragons to the ground). When succesful the warrior cannot make attacks against his opponent, but neither can his opponent attack him or anyone else in the room. However it allows the rest of the group to have free strikes at the opponent untill the hold can be broken.


Deathglory

Lasts 3 ticks, with this skill activated everytime the warrior kills an opponent his damage increases by 1 point. After 3 ticks the damage drops back to 0 again
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Re: New Warrior Skills Ideas

Postby Vixn » Wed Jan 25, 2006 8:21 am

[quote="grantis":ebbq782q]
Dual Wield

The warrior can, instead of using a shield, wield a weapon in his off hand. This gives the warrior an extra attack with the off hand at -2 to hit. [/quote:ebbq782q]

This free hand is broken or something.. otherwise I can't understand why I can do 4 attacks with my other hand.


[quote="grantis":ebbq782q]
Disarm

Gives a change to allow the warrior to knock a weapon out of the targets hands and onto the floor. [/quote:ebbq782q]

There are quite a few mobs wielding weapon and I don't sure the damage from this weapon counts into the total damage mobs can do.

Don't want to be sarcastic, I hope there will be more useful skills for old non-casting classes. Mabbe thieves can get stalk skill or something like this cause it's seems strange to me that monks goes much more hide and quiet then thieves.
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