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Old Oct 05, 2005, 04:16 PM // 16:16   #41
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Default ...woot!

I was wondering about consume corpse and bummed it didnt show to have the change, now I have to check that out

This change and the prior one (beefing the energy) makes it nice on several levels (some decent gain healh & energy, quick enough, and corpse denial)
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Old Oct 05, 2005, 06:21 PM // 18:21   #42
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Quote:
Originally Posted by Mysterial
Looks like a few changes were omitted (probably accidentally) from the change notes. Like that Rodgort's Invocation now has a 3 second casting time (was 5) and looks like it has increased AoE.

Anyone find any others?
Cool, like Searing Heat in a previous update.

Quote:
Originally Posted by Mysterial
I never noticed it hit anything besides adjacent targets before the update, but then again it's hard to tell from the effects and I never used it much before as 5 seconds of casting time for little over Fireball damage wasn't worth it. Now it's actually worth taking, although still not that great.
My Fireballs make (to a 60AL enemy, so 100% damage after armor) 119 and no more; Rodgort's Invocation makes 91 and sets on fire 3 secs. How much are 7 arrows of health degen * 3 secs? I think its more than a "little over Fireball". Anyway, not sure how much damage is 1 arrow of health degen, so maybe I'm wrong.
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Old Oct 06, 2005, 12:16 AM // 00:16   #43
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Quote:
Originally Posted by Takkun
I remember trying to use the Soul Barbs skill with water hexes three days ago and it wouldnt work... and now I can actually the the additional 25 damage being done from that effect.

Just throwing it out there cause I don't remember seeing nething about it in the notes
It always did damage, but they updated it so that you always see the damage numbers now. Smae as you always see the damage from fragility now as well.

#When you cast a Hex or Enchantment that stays on a character and deals damage or performs healing, you can now see floating numbers showing the result of that damage or healing.
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Old Oct 06, 2005, 02:00 AM // 02:00   #44
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Quote:
Originally Posted by momo2oo2
Cool, like Searing Heat in a previous update.
My Fireballs make (to a 60AL enemy, so 100% damage after armor) 119 and no more; Rodgort's Invocation makes 91 and sets on fire 3 secs. How much are 7 arrows of health degen * 3 secs? I think its more than a "little over Fireball". Anyway, not sure how much damage is 1 arrow of health degen, so maybe I'm wrong.
1 health degen is 2 health less per second * 7 * 3 = 21 health less.
but there is more:
burning makes monks waste 1-4 energy and a skill recharge of ~1/2 seconds if they try to heal it efficiently, compared to efficient "elemental damage" healing/prevention wich they can cover easier.
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Old Oct 06, 2005, 02:58 AM // 02:58   #45
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is it just me or does bleeding give -4 hp degen now instead of -3?

never saw that on the update list
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Old Oct 06, 2005, 04:51 AM // 04:51   #46
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IGNORE NOW ACTUALLY WORKS!!!!!!!!!!
I dont know when this happened though, just noticed it a couple days ago.
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Old Oct 06, 2005, 06:51 AM // 06:51   #47
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Quote:
Originally Posted by KuTeBaka
IGNORE NOW ACTUALLY WORKS!!!!!!!!!!
I dont know when this happened though, just noticed it a couple days ago.
That is REALLY great. But now I need like 1.000.000 ignore entries
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Old Oct 06, 2005, 08:31 AM // 08:31   #48
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Quote:
Originally Posted by KuTeBaka
IGNORE NOW ACTUALLY WORKS!!!!!!!!!!
I dont know when this happened though, just noticed it a couple days ago.
Cheers
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Old Oct 06, 2005, 08:38 PM // 20:38   #49
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Quote:
Only Necrotic Traversal was listed to have removed the delay... Thanks god they removed it from consume corpse too... now it's an usable skill.
It was always an useable skill. In fact, I take it over Necrotic Transversal. It's an insane skill.
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Old Oct 07, 2005, 12:53 AM // 00:53   #50
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i don't want to open a flame on "was consume corpse usable before delay removal"... i just wanted to point out that it's removed too...
btw i mean that now is MUCH mor usable, because before it had same time of a 2second corpse spell and with many profane necro around with bboots you never managed to use a corpse... now you can see many necro (especially iway) dancing around on corpses...
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Old Oct 07, 2005, 04:32 AM // 04:32   #51
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Quote:
Originally Posted by Ollj
1 health degen is 2 health less per second * 7 * 3 = 21 health less.
but there is more:
burning makes monks waste 1-4 energy and a skill recharge of ~1/2 seconds if they try to heal it efficiently, compared to efficient "elemental damage" healing/prevention wich they can cover easier.
You mean, of course, 42 health less, making Rodgort's do 91 + 42 = 133 damage.
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Old Oct 07, 2005, 05:04 AM // 05:04   #52
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Rodgort's Invocation does the same base damage as Fireball (116 with 16 in Fire Magic) so it's actually a total of 158 damage.
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Old Oct 07, 2005, 05:32 AM // 05:32   #53
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Not sure if it's a general change, or to a specific skill, but at the least, Mantra of Recall is garbage for me now.

The way it used to go, with an enchantment mod +20% staff;

Cast Mantra of Recall
<20 seconds>
Recast Mantra of Recall
<3 seconds>
Original Mantra of Recall ends, you get the energy, and the second Mantra of Recall is still on

Now;

Cast Mantra of Recall
<20 seconds>
Recast Mantra of Recall
<3 seconds>
Original Mantra of Recall is lost, you get no energy, you stupidly wasted your time and energy.

If you make the mistake of casting Mantra of Recall too soon, it causes you to waste it all. Was just fighting a warrior with all healing/tactics in the random arena, so I had time to play with it. Annoying =\

It already didn't give all that much energy compared to other options, and it was prone to giving it at the wrong time... By chain casting them so it's always on, and you cast it just before it ends (usually refilling your energy bar, at least), at least the energy was never entirely wasted.

While Contemplation of Purity might be nice, I'm not spending 15 energy to get 18-25.
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Old Oct 07, 2005, 07:07 AM // 07:07   #54
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Interestingly enough, they seemed to have changed the trade window. Now you can't see the merchant worth of the other player's items, which actually allowed you to see how many total they had. I'm not sure if this was covered under the fix where they made plat and gold separate.
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Old Oct 07, 2005, 03:57 PM // 15:57   #55
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Quote:
Originally Posted by KuTeBaka
IGNORE NOW ACTUALLY WORKS!!!!!!!!!!
I dont know when this happened though, just noticed it a couple days ago.

LOL

This is one which they probably class as "Fixed miscellaneous rare crash bugs."

which are ACTUALLY not miscellaneous or even rare, but they call them that to avoid embarasment.
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Old Oct 07, 2005, 04:02 PM // 16:02   #56
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Perhaps some of the skill changes are just due to the describtion updates. They might have always done that, but were miss printed.
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Old Oct 10, 2005, 06:44 AM // 06:44   #57
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Quote:
Originally Posted by Savio
Interestingly enough, they seemed to have changed the trade window. Now you can't see the merchant worth of the other player's items, which actually allowed you to see how many total they had. I'm not sure if this was covered under the fix where they made plat and gold separate.
I'm pretty sure you wasn't able to see that before the last update. After the summer update I decided to get rid of all my gold/purples by selling them at 5x the merchant price (which if you ask me was a bargain, some almost perfect golds for 1-1.2k). I had problems because people wasn't able to see the announced merchant price. I wasn't able either to see that in merchant window, only in inventory window.

Needless to say, I sold them all at 5x merchant price...
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