Chaos Empire D2 + LOD Mod

Computer-Games => Game-Server => Topic started by: RafaWu on November 12, 2007, 08:04:58 pm

Title: Version 7.68+ changes
Post by: RafaWu on November 12, 2007, 08:04:58 pm
Aufgrund vieler Beschwerden zum Thema Exp wurde nun die exp in PoC angehoben.
Man kann nun auch mit Perfekten Edelsteinen Runen cuben, je nach Rune wirkt ein anderer stein, Chaos überdenkt allerdings das System noch
(vorläufig http://chaosempire.eu/d2items/?action=cube#33)

Allerdings sollte hier mal überdacht werden welche Rune mit welchen Stein cubebar ist, ich editiers dann hier rein.


- EXP in PoC increased
- Runes are cubeable with perfect Gems, each rune needs a special gem
- druid hammers attack speed increased
- one socket limitations removed on some items 
- +2 allskills possible on rings
- disabled downcubing of gems
Title: Re: Version 7.68+ changes
Post by: Kano on November 12, 2007, 08:24:13 pm
Danke fuer die Aenderung. Das mit den runen hab ich noch nicht so richtig verstanden. Eine X-rune + bestimmter gem = bestimmte Rune?
Title: Re: Version 7.68+ changes
Post by: DrowElf on November 12, 2007, 09:42:35 pm
Nein je nach Rune benötigt man einen bestimmten Edelstein um eine andere bestimmte Rune zu erhalten.
Title: Re: Version 7.68+ changes
Post by: Kano on November 12, 2007, 11:19:21 pm
Dann am Besten "reverse cubing". Also z.B.:

- Thul (3x) + Chipped Topaz => Amn

jetzt auch:

- Amn + Chipped Topaz => Thul

Und dann einfach so weiter durch das Rezept, bis zuletzt:

- Zod + Flawless Emerald => Cham

Hoert sich das so gut an?
Title: Re: Version 7.68+ changes
Post by: Feuerherz on November 12, 2007, 11:44:03 pm
Danke :3some:
Das  Hört sich  sehr   gut  an
Danke das ist   echt besser 

Mfg  Silvia
Title: Re: Version 7.68+ changes
Post by: jenskamen on November 13, 2007, 03:51:06 am
finde die änderung auch sehr nett XD
Title: Re: Version 7.68+ changes
Post by: admin on November 13, 2007, 07:58:15 am
someone has forgotten to disable downcubing of gems, needs to be fixed immediatly
Title: Re: Version 7.68+ changes
Post by: PapaCharlie on November 13, 2007, 02:35:24 pm

 super - danke auch
Title: Re: Version 7.68+ changes
Post by: Kiki22vu on November 13, 2007, 02:38:00 pm
danke fuer die aenderung
Title: Re: Version 7.68+ changes
Post by: ssxripper on November 13, 2007, 06:03:25 pm
vielen dank
 :wece:
Title: Re: Version 7.68+ changes
Post by: gigaman1234 on November 13, 2007, 06:17:22 pm

danke :)
Title: Re: Version 7.68+ changes
Post by: admin on November 15, 2007, 05:47:23 pm
druidenhammer beschleunigt
diverse sockel 1 beschränkungen entfernt
+2 allskills auf ringen möglich
Title: Re: Version 7.68+ changes
Post by: DrowElf on November 15, 2007, 07:19:37 pm
Ich hab das mal in den ersten Post editiert. :)
Title: Re: Version 7.68+ changes
Post by: webwalker on November 15, 2007, 07:28:51 pm
I see the new "change rune" recipies.

I can make
Cham from Ith
Ith from Sol
Sol from Lum
Lum from Mal
Mal from Lo
Lo from Eld...

So I can make any rune in the above list form an Eld...

...all I need is patience with exactly which gem in which order...

??What was meant by "forgetting to disable gem downgrading recipies"???  If we can't turn an amethyst into a flawed amethyst, please change the behavior of the gem bags to cube up flawed to normal when a 5th flawed is added, rather than a 3rd, because we'll need to hang on to non-perfect gems much more than before.
Title: Re: Version 7.68+ changes
Post by: DrowElf on November 15, 2007, 08:02:49 pm
Why do you think that you need non-perfect gems.

You can create all runes except ZOD with a perfect gem (see section "rune downgrading" in the itemlist - cube recipes).
Title: Re: Version 7.68+ changes
Post by: PhantOm. on November 15, 2007, 10:32:25 pm
danke und noch etwas: haben ein +3! ama amulett gegambelt. sollte auch noch erwähnt werden.

mfg
Title: Re: Version 7.68+ changes
Post by: webwalker on November 15, 2007, 11:27:58 pm
Why do you think that you need non-perfect gems.

You can create all runes except ZOD with a perfect gem (see section "rune downgrading" in the itemlist - cube recipes).

*pulls out eyeballs*
*wipes clean*
*puts back in*

Ah!  Yes, they do all use perfect gems only.  Thanks.

The rune UPGRADING requires non-perfect gems, but if you can follow the DOWNGRADING path to the rune you need, ANY rune (plus enough perfect gems) can generate WHATEVER rune you need.

Has anybody ever succeeded with the recipes like
Any Shield (normal quality,superior) + Perfect Diamond -> Generates new item with: (normal quality,superior) + All Resistances 25%?
I've tried many times (though not recently) and never got success with these formulae... none of them...
Title: Re: Version 7.68+ changes
Post by: Phoenix on November 16, 2007, 05:27:06 pm
Hier mal die Runenrezepte etwas optisch aufgewertet, damit man die Zusammenhänge besser sieht:

Eld->Lo->Mal->Lum->Sol->Ith->Cham->Ohm->Pul->Io->Thul->Nef->Ber->Gul->Fal->Dol->Ral->Eld->...

Zod->Um->Amn->Eth->Jah->Vex->Lem->Hel->Ort->Tir->Sur->Ist->Ko->Shael->Tal->El

Rune + Perfekter Diamand -> neue Rune
Rune + Perfekter Schädel -> neue Rune
Rune + Perfekter Topaz -> neue Rune
Rune + Perfekter Saphir -> neue Rune
Rune + Perfekter Smaragd  -> neue Rune
Rune + Perfekter Rubin -> neue Rune
Rune + Perfekter Amethist -> neue Rune
Title: Re: Version 7.68+ changes
Post by: webwalker on November 17, 2007, 01:18:42 am
Hier mal die Runenrezepte etwas optisch aufgewertet, damit man die Zusammenhänge besser sieht:

Eld->Lo->Mal->Lum->Sol->Ith->Cham->Ohm->Pul->Io->Thul->Nef->Ber->Gul->Fal->Dol->Ral->Eld->...

Zod->Um->Amn->Eth->Jah->Vex->Lem->Hel->Ort->Tir->Sur->Ist->Ko->Shael->Tal->El

Rune + Perfekter Diamand (Perfect Diamond) -> neue Rune
Rune + Perfekter Schädel (Perfect Skull) -> neue Rune
Rune + Perfekter Topaz (Perfect Topaz) -> neue Rune
Rune + Perfekter Saphir (Perfect Sapphire) -> neue Rune
Rune + Perfekter Smaragd (Perfect Emerald) -> neue Rune
Rune + Perfekter Rubin (Perfect Ruby) -> neue Rune
Rune + Perfekter Amethist (Perfect Amethyst) -> neue Rune

Now, if Ral generated Zod, and El generated Eld, we'd have a complete circle (hint? nudge?)
Title: Re: Version 7.68+ changes
Post by: skyfire on December 01, 2007, 09:05:28 pm
To the 2 skills rings... i got +2 Skill rings wich are useable at lvl 0 ... as well at lvl 9 and up... And i can say theyre quiet easy to gamble... easyer than +1 skill rings ;)

mfg sky
Title: Re: Version 7.68+ changes
Post by: ChaosEmpire on December 01, 2007, 09:19:41 pm
hmm the +2 skill is a +1 skill with a range up to 2skills, so its the same gamble rtesult..
just wondering that +1 should be harder to get than +2
Title: Re: Version 7.68+ changes
Post by: skyfire on December 02, 2007, 11:30:48 am
hmm the +2 skill is a +1 skill with a range up to 2skills, so its the same gamble rtesult..
just wondering that +1 should be harder to get than +2

well... i gambelt with lvl 85 rings.. got 2 or 3 +1 skill rings and like 20 +2 ;) so it seems to be harder to gamble +1 ... as well as the +1 have higher lvl require ^^

mfg sky
Title: Re: Version 7.68+ changes
Post by: Phoenix on December 02, 2007, 06:06:25 pm
Das ist falsch, da beide Affixe eine Levelanforderung von 0 haben. Ich hatte bisher aber auch häufiger +2er Ringe als +1er.
Title: Re: Version 7.68+ changes
Post by: webwalker on December 29, 2007, 07:46:05 pm
I suggest, to make things quicker to find and read, that the post by Phoenix go into the cube recipies page.
Posted on: December 29, 2007, 01:14:24 pm
I suggest, to make things quicker to find and read, that the post by Phoenix go into the cube recipies page.
About +2 skills rings being "easy to find" that's a relative thing.  +2 skills ammy and circlet seem to be harder to find, BloodRaven's Hat causes insanity it's so hard to find.  And the Diva's Necklace, in +2?  *grinds teeth*.  So, compared to these "impossible dreams", yes the +2 all skills rare rings are easy to find.  *Something* good ought to be!

We can't gamble spray cans of lava-maw remover, there are no potions of acid (magic damage) resistance, so I'm happy with the Ring Thing.

Would "magic damage resistance" be a New Item for which we don't have much room?  Akara could sell them for a bunch!

Speaking of new things:  Tempering hats with brains for FCR is nice if you're a caster class.  Tempering a hat with three horns for enhanced physical damage would also be nice.  Tempering ammys with eyes for mana steal is nice, if you do impact damage.  A different tempering for +mana/kill would be preferred by casters.

I don't understand this bbcode enough to draw out a useful table for each item type (hat vs boots) tempered with each body part.  Since we only temper Rares, an item can be tempered only once... but this ability to temper any item type with any body part to produce different effect would allow us to temper rings for +resists (with spleens) or AR (fangs) to strengthen weak points in our setup.  Tempering set items with 30 body parts would be terrific!