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Old Jun 13, 2006, 02:20 PM // 14:20   #21
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Yeah, the skill descriptions need massaging. Best to do it now, and establish good guidelines for writing them than wait till it gets out of hand around the time of chapter 5 I guess.

Oh, one skill description typo that really bugs me (though not enough to report it till now): the description on Aura of the Lich says, "For 15 seconds, you lose half of you maximum Health..."
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Old Jun 13, 2006, 02:36 PM // 14:36   #22
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@Ashley Twig
The extra duplicate skills are supposedly there for "tactical depth". I'm of the mind that they're like sub-core skills, available to only GW:Prophecies and GW:Factions.

@NotJeff
Pretty much all of the inner workings of GW is hidden. The only reason people know how damage is calculated is because of people bothering to find out. I can't really imagine how they'd slip that information into the game. A Master of Mathematics?

Quote:
Dark Fury: Sac 17% of your life. For 5 seconds Allies within compass range gain 1 adrenaline per attack. 50% chance to fail below 5 blood.
It should probably be "gain an additional point of adrenaline per attack"

Also... Tahnnakai Temple and the Gender-Confused Heroes

There's the minor issue of skill damages being unclear whether they ignore armour or not, too. I can't find any links, sorry (searching disabled, yay!). It was to do with damage types, whether there is an underlying group of damage types or if each individual skill was unique.

Edit:

@Kizukaseru
You mean "I could have sworn Kakumei(banned) made a thread about this", with whom you have no affiliation. *nudge nudge* *wink wink*

Last edited by Metanoia; Jun 13, 2006 at 02:53 PM // 14:53..
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Old Jun 13, 2006, 02:40 PM // 14:40   #23
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I could have sworn I just made a thread about this.
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Old Jun 13, 2006, 03:45 PM // 15:45   #24
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Meta,

I don't actually care to see the math in-game. Just rough definitions:
Critical hit is more than max damage, and chance goes up with weapon skill.
Poison is health degen.
Blinded characters find it hard to hit with attacks.

And so on. The inner math should stay hidden -- it lets the game be tweaked for balance without digging through all the reference text in game. Really, a tooltip the first time a character is either affected by a condition or given a related skill would suffice.

-NJ
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Old Jun 13, 2006, 05:26 PM // 17:26   #25
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Quote:
Originally Posted by NotJeff
I don't actually care to see the math in-game. Just rough definitions:
Critical hit is more than max damage, and chance goes up with weapon skill.
Poison is health degen.
Blinded characters find it hard to hit with attacks.
o.O
That's a bit overkill.
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Old Jun 13, 2006, 06:17 PM // 18:17   #26
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- Blood Ritual

(Enchantment Spell) Sacrifice 17% maximum Health. For 8..13 [14] seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.

Target touched other ally?
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Old Jun 13, 2006, 11:42 PM // 23:42   #27
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Quote:
Originally Posted by Xyngynkynyn
The above description implies that the attacks will be converted to holy damage. Holy damage ignores armor which isn't the case here. Reword it to the effect of:

For 8...18 seconds, target ally's attacks have +20% armor penetration and deal twice the damage on the undead.
FWIW, Holy damage doesn't ignore armor. Ask anyone slinging a Smiting Wand. Skills that do holy damage often ignore armor, such as Banish. Someone with Judge's Insight will do holy damage with 20% penetration, but armor is still a factor. It's just that the holy damage being done is less suspect to your enemy's armor. That is, if I'm swinging a "slashing" sword at you and you have Gladiator's armor (which gives +20 vs "physical") you will effectively lose 20 AL when I switch to a "fire" or "holy" weapon.

This one's fine as it is, mate.

My biggest beef is already stated in this thread: "I'm wielding a The Yakslapper!"
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Old Jun 14, 2006, 12:03 AM // 00:03   #28
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Quote:
Originally Posted by Ghull Ka
FWIW, Holy damage doesn't ignore armor. Ask anyone slinging a Smiting Wand.
Smiting wands deal "light" damage, don't they?

Quote:
Skills that do holy damage often ignore armor, such as Banish.
If it's a skill-by-skill basis, then the skills that ignore armor should say so.
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Old Jun 14, 2006, 12:14 AM // 00:14   #29
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Holy dmg from judge's insight is treated like elemental dmg. All holy dmg on the game ignores armor except this one skill. Fix the discription of the spell to include it does not ignore armor.

The reason it functions like this is because there is no resistance to holy dmg. If they were to add a specific elemental certain armor and monsters could have additional armor bonus vs your JI. The holy dmg is there so that it is treated like elemental dmg but not subject to specific elemental armor bonuses.
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Old Jun 14, 2006, 12:27 AM // 00:27   #30
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Blood Ritual - For 8...13 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.

Just simplify to this...

Blood Ritual - For 8...13 seconds, target touched other ally gains +3 Energy regeneration.

EDIT: lol got beat to it

Last edited by Helios; Jun 14, 2006 at 12:38 AM // 00:38..
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Old Jun 14, 2006, 12:34 AM // 00:34   #31
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Skill descriptions: some are just worded badly, some are plain wrong, and inconsistencies are really quite annoying. WARNING: A lot of these will be very nitpicky.

Plague Touch: is there anything such as a "positive" condition?

Life Siphon, Life Transfer: why the inconsistency? One explicitly says "For T seconds, your target suffers X degen and you gain X regen", while the other says "For T seconds, target foe suffers Y degen, which you gain as Health regeneration".

Dark Fury: should read "Sacrifice 17% maximum Health. For 5 seconds, party members in radar range gain 1 strike of adrenaline every time they hit with an attack."

Deathly Swarm, Vampiric Swarm: "flies out slowly"? Unlike Lightning Orb, we can't actually see swarms of what-have-you flying toward your target until the spell actually hits (and in the latter case, there is no animation).

Seeking Blade: "evaded" Bleeding lasts for 25 seconds; currently, the duration is unspecified.

Swift Chop: it is not "additional" damage if blocked, which would imply normal damage and more damage if blocked. The skill works exactly like Irresistible Blow, where if blocked, the target takes damage and suffers KD (Deep Wound for swift chop).

Bull's Strike: grammar is incorrect. "If this attack hits a moving foe, you strike for +5..25 damage and your target is knocked down." The extra comma is unnecessary.

Earth Shaker: should read "If this attack hits, target foe and all foes adjacent to your target are knocked down."

Hundred Blades: it does not have the same AoE as Earth Shaker or Triple Chop, so change the wording. "All foes next to your target" or similar (and change the target in the Isle of the Nameless accordingly!).

Galrath Slash, Silverwing Slash: they use different wordings than usual, but there's no problem with them. Consider having them read "If this attack hits, you strike for +1..32 damage."

Axe Twist, Axe Rake: Consistent wording please.

Skull Crack: nitpicking - it's a little clearer to say "If this attack hits a foe casting a Spell, the Spell is interrupted and your target is Dazed for 10 seconds."

Physical Resistance: "You" need not be capitalized.

Power Block: unnecessary wordiness, faulty description. Should read "If target foe is casting a Spell, that Spell is interrupted. That Spell and all skills of the same attribute are disabled for 3..13 seconds."

Energy Drain, Energy Burn, Energy Surge, etc.: like the life-steal skills, you could add "loses up to X Energy" but I generally don't see these descriptions as problematic.

Mend Condition, Mend Ailment, Restore Condition, Purge Conditions: there's no need to list out the conditions in the descriptions. We're assuming at least a modicum of GW knowledge, right? Plague Sending, for instance, doesn't list them...

Phantom Pain, Dismember, Eviscerate, Gash, Crushing Blow, Hamstring, etc.: there's really no need to say what the conditions do.

Wastrel's Worry, Shatterstone, etc.: Maybe add a clause stating that the hexes do nothing if ended prematurely.

There're many more that I have slight or severe beefs with, especially when talking about unspecified "adjacent foes", but we'll save those for later.
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Old Jun 14, 2006, 01:22 AM // 01:22   #32
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If the skill takes up a whole paragraph to explain - either shorten it or rework it see Auspicious Incantation and Unyeilding Aura
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Old Jun 14, 2006, 01:57 AM // 01:57   #33
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Quote:
Originally Posted by Seef II
Bull's Strike: grammar is incorrect. "If this attack hits a moving foe, you strike for +5..25 damage and your target is knocked down." The extra comma is unnecessary.
Actually, both commas belong there. The comma before the coordinating conjuntion (i.e. "and") shows where the second independent clause is. (It's not like they used a serial comma in a list of two items.)
http://en.wikipedia.org/wiki/Independent_clause
http://en.wikipedia.org/wiki/Coordinating_conjunction
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Old Jun 14, 2006, 02:04 AM // 02:04   #34
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Quote:
Originally Posted by twicky_kid
Holy dmg from judge's insight is treated like elemental dmg. All holy dmg on the game ignores armor except this one skill. Fix the discription of the spell to include it does not ignore armor.

The reason it functions like this is because there is no resistance to holy dmg. If they were to add a specific elemental certain armor and monsters could have additional armor bonus vs your JI. The holy dmg is there so that it is treated like elemental dmg but not subject to specific elemental armor bonuses.
Good point. But instead of holy damage, maybe it should be light damage (like the smiting rod/staff) instead to avoid any confusion between armor-ignoring holy damage and JI's damage. Taking that into consideration, it could be reworded as:

For 8...18 seconds, target ally's attacks are converted to light damage, have +20% armor penetration and do twice the damage on the undead.
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Old Jun 14, 2006, 03:44 AM // 03:44   #35
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Quote:
Originally Posted by twicky_kid
The reason it functions like this is because there is no resistance to holy dmg. If they were to add a specific elemental certain armor and monsters could have additional armor bonus vs your JI. The holy dmg is there so that it is treated like elemental dmg but not subject to specific elemental armor bonuses.
The reason it functions like that is because not one attack skill ignores armor for its base hit. Holy damage is just another form of element they can have on a weapon, and functions like shadow damage (Which also doesn't ignore armor when on a wand but does whenever it's used in spells) However, you may as well complain that shadow damage wands are affected by armor if the holy damage of Judge's Insight bothers you, it's the same deal.

IW doesn't count because your attacks don't hit, the victim just receives damage.
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Old Jun 14, 2006, 04:14 AM // 04:14   #36
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Quote:
Originally Posted by salaboB
The reason it functions like that is because not one attack skill ignores armor for its base hit.
You're wrong. Smite is an attack skill which ignores armor.

Quote:
Holy damage is just another form of element they can have on a weapon, and functions like shadow damage (Which also doesn't ignore armor when on a wand but does whenever it's used in spells) However, you may as well complain that shadow damage wands are affected by armor if the holy damage of Judge's Insight bothers you, it's the same deal.
But there are no shadow damage wands. They do dark damage. :P
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Old Jun 14, 2006, 05:21 AM // 05:21   #37
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Quote:
Originally Posted by NatalieD
You're wrong. Smite is an attack skill which ignores armor.

But there are no shadow damage wands. They do dark damage. :P
Point made, call it light.
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Old Jun 14, 2006, 06:19 AM // 06:19   #38
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Quote:
Originally Posted by salaboB
Point made, call it light.
Agreed
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Old Jun 14, 2006, 09:16 AM // 09:16   #39
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Savage Shot:
"If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 13...25 damage."

Failes to note that it deals additional damage. Also, the wording is inconsistent with Savage Slash, which does basically the same.
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Old Jun 14, 2006, 10:42 AM // 10:42   #40
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In general I'd like it if skill descriptions for skills that deal damage were clearer whether the damage is armor ignoring or not. One example is Energy Surge. Before having experienced use of this skill I'd have no way of knowing that the damage it causes ignores armor.

Also, it would be nice if duplicate skills had the same descriptions.

Edit: Whoops, I just read the other post, and she prefers specific over general suggestions. What I typed is all I have to suggest though. Hope it helps.

Last edited by Kalki; Jun 14, 2006 at 10:46 AM // 10:46..
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