Shattered Kingdoms

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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 2:43 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Dulrik wrote:

Basically, berserk now does what the help file always erroneously claimed - it helps barbarians shrug off magical attacks while making them easier to physically hit due to their lack of caution. How it helps depends on whether you invested any training into MR. If you do, you get a MR bonus. Otherwise you get a MP bonus.


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Quote:
The ability to berserk is available only to barbarians and it defines their
style of head-strong fighting. While berserking, the barbarian attacks faster
and tends to shrug off spells that might impede their attacks. The surge of
adrenaline when berserking provides a boost to health similar to a healing
spell. However, a berserk barbarian's reasoning skills are greatly impaired
for the duration and they are more vulnerable to magical damage.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 4:15 am 
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Joined: Fri Aug 24, 2012 3:21 pm
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ninja_ardith wrote:
Dulrik wrote:

Basically, berserk now does what the help file always erroneously claimed - it helps barbarians shrug off magical attacks while making them easier to physically hit due to their lack of caution. How it helps depends on whether you invested any training into MR. If you do, you get a MR bonus. Otherwise you get a MP bonus.


What?

Quote:
The ability to berserk is available only to barbarians and it defines their
style of head-strong fighting. While berserking, the barbarian attacks faster
and tends to shrug off spells that might impede their attacks. The surge of
adrenaline when berserking provides a boost to health similar to a healing
spell. However, a berserk barbarian's reasoning skills are greatly impaired
for the duration and they are more vulnerable to magical damage.


Seems it contradicts itself Ardith.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 4:25 am 
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I always took that to mean the will and fortitude bonuses it gives.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 4:42 am 
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Also loving the fact that players can now enchant their own stat mods.

Probably the greatest change made, ever.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 6:36 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Yeah, so Ardith summed up the whole helpfile thing. Fury made more sense with detracting from MP, not adding to it. You can't weaken or slow them as easily, but you can still pelt them with acid blast or hellfire and they aren't going to bother trying to dodge it. This makes perfect sense as most damage spells are reflex based.

Adding to MP/MR instead of detracting from MP is actually a very big buff to barbarians, specifically MR barbarians (surprise surprise!) Now you can spam eat mistletoe and heal even more! The penalty to dodge might be decent enough to cancel it out, though.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 8:13 am 
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Joined: Fri Jul 23, 2004 7:50 am
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Location: At home. Or work, maybe. Or working from home.
Barbarians should not get an MP bonus, and MR barbs should not get an MR bonus when furied. That's just plain crazy and way too much love for the barb class, which is already the epitome of underprepared success.

Berserk should come with some major penalties to it due to its universal advantages. The advantages of increased weapon speed and damage on any weapon subtype should be offset by an increase in magical damage taken and a severe penalty to dodge, just like the helpfile claims. These changes make it far too powerful, and not just for the barb, but for the sorcerer and necromancer too.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 3:45 pm 
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As an addendum to this fly penalty to accuracy, it seems utterly worthless. I have about 0 problems hitting things while flying with Tolene.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 5:18 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
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Location: New York
Though the casting time penalty is brutal.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 5:19 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
If I get consistent feedback reinforcing that, I will be sure to update the accuracy penalty.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 5:34 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
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Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Or it might have to do with the incredible bonus that massive weapons get. Tolene uses a massive weapon. I'm not sure if they have been nerfed since I played, but two-handed massive weapons rarely missed or were avoided, even if they ranked very low in accuracy, due to the massive-weapon bonus.


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