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General Category => Updates => Topic started by: Hunter on April 01, 2010, 05:10:55 am



Title: Cleave VI added to Helms
Post by: Hunter on April 01, 2010, 05:10:55 am
All T3/T4 Helms should now have Cleave VI worn effect.


Title: Re: Cleave VI added to Helms
Post by: Undeterred on May 11, 2012, 09:46:07 am
Why doesn't T1/T2 helms have Cleave?

I was examining and looks like helms have duplicated effects Rogues have Ferocity which is on belts; Bards and Warrior helms have parry which is duplicated on cloaks

Is this an oversight, or by design?


Title: Re: Cleave VI added to Helms
Post by: Griz on May 11, 2012, 10:52:47 am
A lot of the T1+ gear is just copied from Qvic gear, with the stats scaled up. That's why, for instance, all the shoulders still have Illusion: Iksar -- They're all based on Dometrius, the Master's Burden (http://lucy.allakhazam.com/item.html?id=83660)  which comes from Qvic (well, Mayong in Demiplane on live).

There are a lot of duplicate focus effects actually. Wurine Distance is on a lot of different stuff. Wizards end up going from Vampiric Fire on T1 gloves to Vampiric Thunder on T2 gloves, meaning you have a damage downgrade until you get at least a sorc 11.


Title: Re: Cleave VI added to Helms
Post by: hateborne on May 11, 2012, 11:40:06 am
A lot of the T1+ gear is just copied from Qvic gear, with the stats scaled up. That's why, for instance, all the shoulders still have Illusion: Iksar -- They're all based on Dometrius, the Master's Burden (http://lucy.allakhazam.com/item.html?id=83660)  which comes from Qvic (well, Mayong in Demiplane on live).

There are a lot of duplicate focus effects actually. Wurine Distance is on a lot of different stuff. Wizards end up going from Vampiric Fire on T1 gloves to Vampiric Thunder on T2 gloves, meaning you have a damage downgrade until you get at least a sorc 11.

ID 7848, Vampiric Thunder:
1: Increase Spell Damage by 60%
2: Limit: Max Level(70) (lose 10% per level over cap)
3: Limit: Effect (Hitpoints allowed)
5: Limit: Spell Type (Detrimental only)
6: Limit: Target (AE PC v1 excluded)
7: Limit: Target (PB AE excluded)
8: Limit: Target (Targeted AE excluded)
9: Limit: Target (Uber Giants excluded)
10: Limit: Target (Uber Dragons excluded)
11: Limit: Combat Skills Not Allowed
12: Limit: Resist (Magic allowed)

ID 7849, Vampiric Fire
1: Increase Spell Damage by 60%
2: Limit: Max Level(70) (lose 10% per level over cap)
3: Limit: Effect (Hitpoints allowed)
5: Limit: Spell Type (Detrimental only)
6: Limit: Target (AE PC v1 excluded)
7: Limit: Target (PB AE excluded)
8: Limit: Target (Targeted AE excluded)
9: Limit: Target (Uber Giants excluded)
10: Limit: Target (Uber Dragons excluded)
11: Limit: Combat Skills Not Allowed
12: Limit: Resist (Fire allowed)

The damage downgrade only occurs because the resist type. Thunder allows only magic, Fire is...only fire. If you are relying on gloves for your damage increase for a wizard, you are doing it wrong. Sorcerer 11 is NOT hard and the window in which this is a problem is so low that it isn't a problem.

-Hate


Title: Re: Cleave VI added to Helms
Post by: Griz on May 11, 2012, 01:19:37 pm
Yeah, that's what I meant, you're losing a fire damage focus and thus 10% damage downgrade until you level your sorc up.


Title: Re: Cleave VI added to Helms
Post by: hateborne on May 11, 2012, 02:24:58 pm
Yeah, that's what I meant, you're losing a fire damage focus and thus 10% damage downgrade until you level your sorc up.

Only on Ether Flame (level 69 or 70 crap nuke), Brilliant Ember (t1 from Shai Halad), and then nearly nothing else.

T3 is unclassified atm, T4 never lands, the new AoEs are magic, and Polarity Flux is magic.

With it literally only two spells being affected atm, you could see why it is low on any type of priority list. :-)

-Hate