Welcome, Guest. Please login or register.
Did you miss your activation email?
July 02, 2024, 05:42:09 pm *

Login with username, password and session length
Pages: 1 2 3 [4] 5 6 7
Print
Author Topic: Death Save and Divine Save ie DI and deathpact stuff  (Read 39136 times)
Nexxel
Sr. Member
****
Posts: 254


View Profile
« Reply #45 on: October 22, 2012, 09:35:56 pm »

Ok, back to the top and has anyone had this work fort hem yet? So far for me i have yet to live/survive from a normal melee death and have yet to survive any death/shout/kills from mata muram.

SO is my luck still just that bad?  Lips sealed
Logged
Natedog
Master
******
Posts: 830


View Profile
« Reply #46 on: October 22, 2012, 09:49:11 pm »

Doesn't look like it got changed correctly to effectid 232  ... /shrug


Once it gets changed and a spell file comes out it should work just fine
Logged

hateborne
Legend
*******
Posts: 2282


Don't nerf me bro!


View Profile
« Reply #47 on: December 19, 2012, 01:11:05 pm »

Sorry to "revive the dead", but was this ever fixed? I die so often that I have since given up on using it in game.

-Hate
Logged

I'm so sorry Hunter, I tried...
Natedog
Master
******
Posts: 830


View Profile
« Reply #48 on: December 19, 2012, 03:31:26 pm »

Sorry to "revive the dead", but was this ever fixed? I die so often that I have since given up on using it in game.

-Hate


It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc
Logged

Fugitive
Legend
*******
Posts: 1807


TROLL KING


View Profile
« Reply #49 on: December 19, 2012, 04:44:42 pm »

nod only on Cleric everyone else.. must to the merry go round zoning preview..
Logged


Quoted for the Brotherhood of Warriors
"I want my wizard to cast Fugitives instead of fireballs.
We can't always get what we want. ;-)"
-Hate"
hateborne
Legend
*******
Posts: 2282


Don't nerf me bro!


View Profile
« Reply #50 on: December 19, 2012, 04:50:41 pm »

It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc

Thank you for the info Paldail. I'll see what can be done. I may have a dirty trick that won't require Hunter to modify each source manually. Maybe.

-Hate
Logged

I'm so sorry Hunter, I tried...
Fugitive
Legend
*******
Posts: 1807


TROLL KING


View Profile
« Reply #51 on: December 19, 2012, 04:58:28 pm »

It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc

Thank you for the info Paldail. I'll see what can be done. I may have a dirty trick that won't require Hunter to modify each source manually. Maybe.

-Hate

Ohh dirty.. would be neat to see this working again go go gadget Hateborne
Logged


Quoted for the Brotherhood of Warriors
"I want my wizard to cast Fugitives instead of fireballs.
We can't always get what we want. ;-)"
-Hate"
Natedog
Master
******
Posts: 830


View Profile
« Reply #52 on: December 19, 2012, 05:15:53 pm »

It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc

Thank you for the info Paldail. I'll see what can be done. I may have a dirty trick that won't require Hunter to modify each source manually. Maybe.

-Hate


On my test server I just give everyone the AA and set the AA to 0% divine save instead of 2%


Then divine save can be modded by items AND spells ...


So if you have a Slot 1 spell  25% Divine Save -- it would work WITH the AA to save the player from death ...


Then maybe another item with a worn as  Slot 2 spell 25% Divine save.. they would stack to 50% Divine save!!


I did a lot of messing around with the AA and a few spells .. mostly just to give myself 100% immunity to death while not being 100% invuln
Logged

Fugitive
Legend
*******
Posts: 1807


TROLL KING


View Profile
« Reply #53 on: December 19, 2012, 05:19:04 pm »

What would be a appropriate number for a chance to save on EZ btw?
Logged


Quoted for the Brotherhood of Warriors
"I want my wizard to cast Fugitives instead of fireballs.
We can't always get what we want. ;-)"
-Hate"
Natedog
Master
******
Posts: 830


View Profile
« Reply #54 on: December 19, 2012, 05:36:24 pm »

What would be a appropriate number for a chance to save on EZ btw?

50% max I'd think.. anything over that is too good
Logged

hateborne
Legend
*******
Posts: 2282


Don't nerf me bro!


View Profile
« Reply #55 on: December 19, 2012, 05:53:55 pm »

I cannot log in at the moment, but it was 2% DI per rank and ~5 ranks?

(Gotta make sure or I could accidentally give everyone DI...)

-Hate
Logged

I'm so sorry Hunter, I tried...
lerxst2112
Hero Member
*****
Posts: 724


View Profile
« Reply #56 on: December 19, 2012, 06:40:09 pm »

It requres an AA for the "Divine Save" one to work... so nope

I'm looking at the code, and although the AA bonus adds to whatever spell or item bonus you have, it doesn't look like it is required in order to trigger.

I'm not looking at the spell file right now, but if the spell was never changed to use effect id 232 (Divine Save) then it isn't something that can prevent an actual death.  If it is still effect id 150 (Death Save) then it can trigger anytime a hit takes a character to < 16% health, but only if that hit does not kill them.
Logged
Fugitive
Legend
*******
Posts: 1807


TROLL KING


View Profile
« Reply #57 on: December 19, 2012, 06:43:54 pm »

the problem is the  hits normal go beyond killing you that allowed it to trigger in the past with those changed earlier in the year.. basically since the damage output of the mobs are / is so high it never allows a chance for DI to trigger properly.
Logged


Quoted for the Brotherhood of Warriors
"I want my wizard to cast Fugitives instead of fireballs.
We can't always get what we want. ;-)"
-Hate"
lerxst2112
Hero Member
*****
Posts: 724


View Profile
« Reply #58 on: December 19, 2012, 06:45:44 pm »

the problem is the  hits normal go beyond killing you that allowed it to trigger in the past with those changed earlier in the year.. basically since the damage output of the mobs are / is so high it never allows a chance for DI to trigger properly.

Yes, that is the problem with spells using effect id 150, but not spells that use effect id 232.

They are mutually exclusive.  If you're dead, a 232 can save you, otherwise if you're not dead but below 16% then a 150 can heal you.
Logged
Fugitive
Legend
*******
Posts: 1807


TROLL KING


View Profile
« Reply #59 on: December 19, 2012, 06:47:09 pm »


Buffs that use SE_DivineSave (232) can still save you from an instant death.  It shouldn't be hard to change/add spells to do that instead if that is what is desired.


lol 2nd post on 1st page I remember that now..
Logged


Quoted for the Brotherhood of Warriors
"I want my wizard to cast Fugitives instead of fireballs.
We can't always get what we want. ;-)"
-Hate"
Pages: 1 2 3 [4] 5 6 7
Print
Jump to:  

Recent

Stats

Members
Stats
  • Total Posts: 65023
  • Total Topics: 5057
  • Online Today: 108
  • Online Ever: 8678
  • (December 19, 2022, 02:32:09 pm)
Users Online
Users: 0
Guests: 87
Total: 87
TinyPortal v1.0 beta 4 © Bloc