AuthorTopic: My Thoughts & Suggestions & Bug Reports  (Read 6940 times)

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Offline webwalker

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #15 on: June 19, 2006, 08:23:40 pm »
To equip a merc with arrows and no bow is not less logical than to equip them with a bow and no arrows.  Either way, the barb will use it like a big sword.  Barbs are just that way!

You can equip a rogue with a huge axe, and she'll fire arrows with it (not everything is logical).

and, arrows *can* be inserted manually.

@bluebyte: I don't know what you mean by "concrete traps".

Giving a point in Mastery for their "normal" weapon types (bow, pole-arm, and sword) would make mercs (other than ActIII) stronger with those weapon types.  Appealing idea (to me).

Me: Looking forward to the day when Skeletal Warriors can (again) hold their own. *sigh*.

Offline bluebyteTopic starter

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #16 on: June 19, 2006, 08:53:49 pm »

@bluebyte: I don't know what you mean by "concrete traps".

Hey,
I mean those fortified traps like fire towers in act2 deserts, or for example gargoyle traps in act1 catacombs.
Still, no big deal.
The same for the arrow thing.

I wonder CE's response for merc weapon masteries idea. I knew that you guys would find it logical as me.

Abandoned my skelly necro :D

Now making another. The plan is this:

Max teeth, bone spirit, bone spear

Max golem mastery
Max Clay, Blood, Fire golem
5-6 in summon resist.
Comments welcome as always :)

Right now totally dominating PoC with bone spear. Fun to play.

Another remark: Those acid beasts do some insane damage. Almost killed me several times despite I try to escape their deadly "acid carpet"

But the golem and merc is too stupid to avoid it :(
What's the type of this damage? Physical or Poison?

Offline ChaosEmpire

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #17 on: June 19, 2006, 09:34:23 pm »
the code for mercs is first version...
later version of this code implemented a configurable useable merc equip..but..this was not realm compatible..so i decided to leave realm fiunction..and loose the bow only merc and so on...


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Offline webwalker

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #18 on: June 19, 2006, 10:30:43 pm »
Hey,
I mean those fortified traps like fire towers in act2 deserts, or for example gargoyle traps in act1 catacombs.
Gotchya.  You aren't poisoning the stone, but the demonic/undead spirit that changed the stone into an attacking thing. (my take on it)
The same for the arrow thing.
Arrow?
Abandoned my skelly necro :D
That was my favorite build, sturdy and dependable.  Now, he needs to stay in "crisis management mode" at all times in Hell/CGS. No fun.
This is Chaos' Mod, and we're in all effect playing in a LAN party at his house, so the skelliemancer is his to strengthen or cripple as he pleases.
I'm frustrated at the loss of my favorite build, and at his saying that the build works just fine.
*shrug*
The plan is this:
Max teeth, bone spirit, bone spear
Max golem mastery
Max Clay, Blood, Fire golem
5-6 in summon resist.
Comments welcome as always :)

Ah!  The BoGoMancer (Bone Golem).  Since bone spirit/spear deal physical and magical damage, and the fire golem deals (d'oh) fire damage, you need your merc to deal out one (or more) of the other three attack forms: cold, poison, or lightning.

1 point in summon resist, with the +20 to skills you'll have later on, will give +71 resists to all summons.  Adding another point increases this to +71, in other words it's wasted points.
1 point in Lower Resists is useful, but I get mine from the doll stash and put extra points in Poison Nova.

Another remark: Those acid beasts do some insane damage. Almost killed me several times despite I try to escape their deadly "acid carpet"
But the golem and merc is too stupid to avoid it :(
What's the type of this damage? Physical or Poison?
Acid-Beast barf-damage is Magic, just like the magic damage they're immune to.
And yes, the merc and the golem have a long-running contest to see which can out-stoopid the other.
Prize goes to the ... damn, I can't tell!

Offline bluebyteTopic starter

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #19 on: June 20, 2006, 02:02:08 pm »
CE, there are many small item title errors (especially on set items other than Talonrage's)
Would you fix them if I(or maybe we) make a complete list of it?
Most of the problem comes from the confusing of the plural-singular meaning " s " and the belonging " 's "
For example " Blood Ravens Legacy " and many others...
Also I encountered some misspelled unique titles. The list will be updated as more misspelled names are discovered.
Sure, they don't mess the game but I think the mod will look more polished, professional that way :)
« Last Edit: June 20, 2006, 02:06:49 pm by bluebyte »

Offline ChaosEmpire

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #20 on: June 20, 2006, 05:38:34 pm »
surely we can do this
for the english version...
all other languages also have english content...but..if i also fix it there..i need to make same corrcture in ~7languages...

but...probably i find someone doing this time consuming job

for the skellimancer...
i expect skel mage+skell as working build, but more a summoner should work...but needs many points...


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Offline webwalker

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #21 on: June 21, 2006, 03:38:25 am »
Quote
i expect skel mage+skell as working build, but more a summoner should work...but needs many points...

I've posted many times that the Skel Mage is a detriment, not an asset.  He blocks doorways etc. I put 1 point there to get to Revive.  If it wasn't a pre-req, I wouldn't skill Skel Mages.  The AI is too crippled and the damage is not significant in Hell.

However: if points in Skel Mages gave elemental damage to Skel Warriors (as in a Vengeance synergy) then points would go into Skel Mages.
Likewise: If Skel Mages were built around the Ghost (flies and goes through other monsters and other monsters, eg my minions, just step through them) then Skel Mages would not be a detriment.  They wouldn't block doorways.  Their brainless AI (poison mages throwing green blobs at poison immune monsters) would get in anythings way.  They don't even need to fly... just be transparent to other monsters & minions.

Revive, as always, has the problem of its AI: sticking to walls and vanishing.

Notwithstanding the weakness of the Skel Mage and the Revive, the Skel Warrior was formerly sufficiently sturdy that the summoner necro could handle Hell gracefully.  Since about last year this time, the summoner necro has been crippled; viable necros have been first a bone, golem, or poison necro with skeletons as an assist.

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #22 on: June 21, 2006, 07:44:22 am »
brian
there is nothing, other than in original..and the AI has been ever so bad..it is hardcoded..and i dont understand why it is playable in d2..but not ce for you...


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Offline webwalker

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #23 on: June 21, 2006, 07:27:27 pm »
Quote
and i dont understand why it (skellimancer) is playable in d2.. but not ce for you...
from http://chaosempire.info/web/content/view/14/37/
Quote
Version 7.58 (Patch based on 7.55):
...
Raise Skelleton now every 5th SkillPoint gives a Seklleton, HP decreased
This was the death of the Skellimancer.  Before then I played the skellimancer and enjoyed them greatly.  Since this time the skellimancer has been unplayable in Hell. 

Poison, Bone, and Golem-mancers have been playable, and having skeleton warriors as a back-up to the poison/bone/golem skills has been optional. What is dead is the skeleton as the backbone, with poison, bone, and golem skills as a backup.  This Skellimancer build has been dead for a little over a year, since 7.58/7.60d. 

We discussed this http://chaosempire.info/web/component/option,com_smf/Itemid,61/topic,8285.0 here, although since mostly it was in German with strange character representation (e.g. können) it was undecipherable to me. 

We also discussed it Re: Nec´s in HC Hell (wieder) kastr...äh beschnitten oder (noch) spielbar ? here.  The last description I could find of a "killer skelliemancer" claimed it was easy with 70 +skills.  I have found +40skills quite the accomplishment.

Your favorite classes, as I recall, are barb and assassin.  Mine's the skellimancer.  The skellimancer is, at this time, a busted build due to the nerf'd skeletal warrior.

Quote
the AI has been ever so bad..it is hardcoded
I understood that from the beginning.  I wasn't complaining against anything in the mod to do with the AI there, rather, I pointed out why those skills don't compensate for a crippled skeletal warrior.

Is it a possibility, to give the skeleton warrior elemental damage, from a (new) "vengeance" synergy based on points put into skeletal mages?

Is it a possiblity, to make the skeletal mage out of the old "ghost", so that they don't block doors and walkways?

Is it possible, to make the skeleton immune to B.O. and give the skeleton back his life?

Offline ChaosEmpire

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #24 on: June 21, 2006, 08:03:46 pm »
you have forgotten one thing..life has been increased 2-3times since 758...

for ele dmg on base skells i need to check..but this is one reason for the mages...

the mages have same ai i think..so all should block..but i need to look into files


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Offline webwalker

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #25 on: June 21, 2006, 08:13:32 pm »
Quote
life has been increased 2-3times since 758...
I must have missed the announcements.  However, skeletons in CGS get shredded like tissue paper so either
1: the skeleton life is still significantly less than before 7.58, or
2: the increased damage done by concentration-enhanced monsters over-powered the restored life,
either way the skeleton is waaaay to fragile in CGS/Hell.
Quote
for ele dmg on base skells i need to check..but this is one reason for the mages...
the mages have same ai i think..so all should block..but i need to look into files
Skeleton warriors close to engage, so other warriors behind them can approach and engage (until the target is crowded)
Skeleton mages stop where they decide to engage a target and just shoot and shoot and shoot, leaving all skeleton warriors behind them blocked.

Suggestion: build a level 96 skelemancer and drive him around a little.  Blood a hat & shield & belt, CoH some armor, grab a HotO and jewelry, so that you have level 55 raise skeleton and skeletal mastery, and see how long things hold up against Conc mobs in the catecombs in Hell.

Offline ChaosEmpire

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #26 on: June 21, 2006, 08:18:52 pm »
once again level 55 skills is something for LR, for cgs you will need higher skills
the skill tree is able to reach lvl100...so try to get same level as good as possible...

use a good skilled barb in party with shout battle order/command
more life, more skills...

i will test with a char with skill lvl 70 and higher...


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Re: My Thoughts & Suggestions & Bug Reports
« Reply #27 on: June 21, 2006, 09:42:31 pm »
hmm what equip do you use, brian?

as i count

30 points stated
helm(+2nec or +3 summon +2from blood) +4-5
armor(coh) +2
hoto +5
jewellry +6 or more(diva is 7, should be possible to get)
belt(blood) +2
schild(+2 nec,blood) +4
some skillers(up to one is possible for everyone) +1-x
anni +5
gloves 0-2 (only uebers got more skills)
boots +0-1(only uebers got more skills)
=59-64(or more if you one more skillers)

this is a possible equip for everyone

so chaos you should try it with that skilllvl(hmm in hc it´s maybe less? i don´t know if you equip your chars there different?)
by chio:
Quote
Die Maßeinheit für spammen=1Fenris

Offline webwalker

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Re: My Thoughts & Suggestions & Bug Reports
« Reply #28 on: June 22, 2006, 03:16:46 am »
I had 55 RS/SM, because I had resists-boosting armor in place of CoH.

Hat and Shield were +1 (plus Blood) rather than +2 because Gheed was stingy.  Belt was resists + Blood.

For my other gear, we'd have to ask the back-up tapes, because Bonebrain is dead and refuses to share information.

He did have 95 resist all in Hell...

If 55 is "only for NM/LR", and Chaos is going to prove his point by testing with 70+ skills (total)
then we're saying that 70 skills is the minimum for entering Hell.  I think Chaos proving things with 70 sklills proves nothing since I can't get 70 skills in NM/LR.

How does one get +40 to skills without gifts from others in NM/LR and Normal./PoC?  Think Ironman build.
Think Single Play, on realm or at home.

Please somebody translate my request for a SkellieMancer guide into German, and plead with the ubermeistertotbeschwaren to record their "Animated Corpse Managment for Dummies" and translate it to English.  I'd really lie to know how it's done.


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Re: My Thoughts & Suggestions & Bug Reports
« Reply #29 on: June 22, 2006, 08:17:13 am »
:)
some builds have always been very skill dependend, and for those you need mostly another char who collects skill items..or many time

also HC is surely much harder, and this means that special build COULD be less possible

also mostly all builds depend on a 2dmg build...like fire/ice sorc...magic/physical and so on

with a skelliemancer you only have physical...without the mages...
there must be way, to get him woring in hell..with many skillspoints...to block ladder rushes with skellimancer...so it must be slow...but safely...like ever...
to get this well balanced..surely some more fine tuning could be possible...

but i expect this build more of a combination out of all summons, instead of skells only


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