Title: Updates 07-10-13 Post by: Hunter on July 10, 2013, 06:56:44 pm New spell file 07-10-13 available for download.
Lot of spell tweaks and updates done by Hateborne. Trash loot removed from ToFS. Maggot Ridden Flesh updated from worn to click effect. Still planning to update source code at some point which would mean server down time. Will try to plan it during low population times. Title: Re: Updates 07-10-13 Post by: Sarthin on July 10, 2013, 07:11:49 pm Awesome, /camp TOFS 8)
Title: Re: Updates 07-10-13 Post by: hateborne on July 10, 2013, 07:13:51 pm New spell file 07-10-13 available for download. Lot of spell tweaks and updates done by Hateborne. Trash loot removed from ToFS. Maggot Ridden Flesh updated from worn to click effect. Still planning to update source code at some point which would mean server down time. Will try to plan it during low population times. Beastlord Vicious Ice had threat reduction go up 3x. (Shows much higher, math error, already resolved) Upped proc chance for Master's Watchful Eye. Master's Watchful Eye line saw increase in rune amounts. Druid Ancient Ent Guard had proc threat reduction increased 5x. Druid T7 pet will no longer have it's massive HoT "cured". Timeless: Tempest Wind line saw large damage, mana cost increase. It will also rain for 2x the duration of normal AoE rains. Seismic Shift had mana cost increase and SHARP damage increase. Enchanter Mana Burst's limit instant restriction was removed. Mage Mage Epic Focus line saw proc chance doubled. Necromancer Kaldar's Touch line had recast time increased (7s instead of 5s), mana cost increased, and damage SHARPLY increased. Shaman Added minor dodge component to Smallest Terror. Shaman pet now triggers Anger3 instead of Anger2 (yes...that means he has mad threatz). Shaman Epic Focus line saw proc chance doubled. Kiss of Antraygus had mana cost increased and damage increased heavily. Shadow Knight Call of the Void is now slightly under par with Firestrike Augs on equal tier. This will result in some pretty mean damage, but will destroy your self healing. If you use a rank higher than your charm, you can kill yourself through negative lifetap procs. >:-) Wizard Tower of Calrena line saw absorb amount increase. Eldritch Ward III saw heavy increase in absorb amount. Essencesink line saw fair increase in magic rune amount. Kaldar's Heavenly Fire line saw recast time increase, mana cost spike, and fairly large damage increase. Static Burst line had mana cost increase and damage doubled. Items Ultimate Mace Rune was heavily increased. (15k/40k/100k) Ultimate Bow Headshot saw damage dropped steeply. -Hate Title: Re: Updates 07-10-13 Post by: Felony on July 10, 2013, 07:50:52 pm I dont play a wizard but you see mana cost almost double, damage increase a sizable number and recast more then double.
Wonder what Nate is going to think, might end up being a dps decrease. edit: wife called me to dinner and didnt want to time out earlier. Anyways I really like the majority of those changes man. Esp the shm ones. Title: Re: Updates 07-10-13 Post by: hateborne on July 10, 2013, 08:08:03 pm I dont play a wizard but you see mana cost almost double, damage increase a sizable number and recast more then double. Wonder what Nate is going to think, might end up being a dps decrease. edit: wife called me to dinner and didnt want to time out earlier. Anyways I really like the majority of those changes man. Esp the shm ones. The AoE changes were to help counter the trend of everyone starting Zerker armies to get around AoE cap issues. The AoE spells should provide sizeable damage to multiple targets, but expensively. In their current state, they are sub-par at best. After update, they are much more agreeable. -Hate Title: Re: Updates 07-10-13 Post by: Sarthin on July 10, 2013, 09:08:32 pm I just had some runs in Tofs and it's much better now. I do however think the Crystallized shadow armor drops too frequent, heck I got 15 pieces in one run. I don't think it would hurt to decrease their drop chance a bit, you could more or less equip all your goons in 1-2 clears ;D
Title: Re: Updates 07-10-13 Post by: Felony on July 10, 2013, 09:17:09 pm I dont play a wizard but you see mana cost almost double, damage increase a sizable number and recast more then double. Wonder what Nate is going to think, might end up being a dps decrease. edit: wife called me to dinner and didnt want to time out earlier. Anyways I really like the majority of those changes man. Esp the shm ones. The AoE changes were to help counter the trend of everyone starting Zerker armies to get around AoE cap issues. The AoE spells should provide sizeable damage to multiple targets, but expensively. In their current state, they are sub-par at best. After update, they are much more agreeable. -Hate Didn't really notice the aoe spells but its all good. Yeah zerkers are funny, I was happy with one but then every jackass went out and made 5+ and started bragging non stop about how uber they are. Guess these idiots dont learn that you mass abuse one class and it'll end up nerfed. So I jumped on the gravy train while its still hot and made more. Cant beat sense into the retards guess I might as well join their convoy until the nerf stick hits the class. Title: Re: Updates 07-10-13 Post by: hateborne on July 10, 2013, 09:18:40 pm Nah, zerkers are really fine. It's just given me an excuse to bring the other AoE up to actually be worth the cast time and mana.
Means to an end. :-D -Hate Title: Re: Updates 07-10-13 Post by: Hunter on July 10, 2013, 09:53:33 pm Since Zerkers can AoE unlimited targets, might have to nerf their dmg by 90%
Title: Re: Updates 07-10-13 Post by: hateborne on July 10, 2013, 09:55:45 pm Since Zerkers can AoE unlimited targets, might have to nerf their dmg by 90% ... Title: Re: Updates 07-10-13 Post by: Xiggie | Stone on July 10, 2013, 10:13:44 pm Since Zerkers can AoE unlimited targets, might have to nerf their dmg by 90% I believe this is inevitable. Unless you turn NS into AE then nothing will ever equal zerker damage other than the UW in an AE situation. Title: Re: Updates 07-10-13 Post by: Rageful on July 10, 2013, 11:27:58 pm This is nonsense. I imagine anyone that put the sanity into abyss farming the same class specific gear for an army's worth deserves the extra benefit that comes with it.
That zone is hell, imo at least. /wave Xiggie Title: Re: Updates 07-10-13 Post by: Xiggie | Stone on July 11, 2013, 12:35:20 am That same logic holds for putting ae on all NS augs that come after T5. I feel your pain, I hate T5. I really wish we could come up with an alternate zone for it. I really like the concept of it but the zone itself, namely the water, I detest it. But really, aside from the UW there is nothing more powerful in an ae situation than a berzerker. And it's not just a little bit, it is very significant.
I am all about keeping them though. And adding AE to the NS. /wave back Title: Re: Updates 07-10-13 Post by: Natedog on July 11, 2013, 02:13:16 am Since Zerkers can AoE unlimited targets, might have to nerf their dmg by 90% I'd love to see a zerker AOE unlimited targets in T8... lol Hard enough tanking 3 mobs in there Title: Re: Updates 07-10-13 Post by: Felony on July 11, 2013, 11:04:42 am Since Zerkers can AoE unlimited targets, might have to nerf their dmg by 90% I'd love to see a zerker AOE unlimited targets in T8... lol Hard enough tanking 3 mobs in there Anguish use to be the same way. I love my zerker, have since day one. Without a UC it only does more dps then war/pal/clr/dru/shm. With UC it beats out the clothies and gets close to the duel wielding NS users. Once you have strike 9's its only viable class when you pull a lot of stuff and are aoeing it down. Granted, as I said earlier I made 4 more zerkers to abuse the shit out of the class while I can. Kind of tired of seeing others abuse classes and not taking advantage of their OP status myself. So I am just as guilty as the others. Unlike the others I actually tell it like it is. Title: Re: Updates 07-10-13 Post by: Natedog on July 11, 2013, 11:47:59 am I'm just saying its only good in Trivial zones :P :P
When you can pull a bunch of T5 - T7 mobs at once the zones are trivial to you. T8 .. I don't think will ever be trivial with the unresistable 1mil dmg nuke. |