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 Post subject: Code Update 2/4/2017 Q&A
PostPosted: Sat Feb 04, 2017 10:00 am 
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Location: Redwood City, California
Read the latest Code Update announcement here.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 04, 2017 12:15 pm 
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Joined: Sun Nov 13, 2016 11:31 am
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To make sure I understand evasion correctly.

Is it a separate check/thing, or does it like 'enhance' your normal reflex save to a full damage nullification?


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 04, 2017 12:23 pm 
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Also, envenom...

Things like a potion of finger of death exist in the game.

Can somebody poison a weapon with that?


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 04, 2017 1:31 pm 
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TacoRobot wrote:
To make sure I understand evasion correctly.

Is it a separate check/thing, or does it like 'enhance' your normal reflex save to a full damage nullification?

Same single saving throw as before. The only difference is if you make your save (and your evasion skill check), you take no damage. And there is a new set of damage messages to represent evasion zero damage instead of magic resist zero damage.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 04, 2017 1:47 pm 
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TacoRobot wrote:
Also, envenom... Things like a potion of finger of death exist in the game.
Can somebody poison a weapon with that?

As mentioned in the help file, only specific affects can be envenomed.
You might ask, how exactly is envenom different than casting a malediction on a weapon?

Weapon Cast
Spells available: poison, plague, weaken, curse
Very short duration; one hit and it wears off; anyone can use the weapon

Envenom
Spells available: poison, cause light, cause serious, cause critical
Very long duration; multiple hits before it wears off; must have skill to use


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 04, 2017 7:16 pm 
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I know vamp touch and energy drain are rarely used, but are they now reflex save?

Also FoD can mitigated by saves, shield, MP, racial MP, sanc and protection whereas charm and petrify merely rely on save checks. Were the mechanics of the spell modified to be on par with the other two?


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 04, 2017 9:52 pm 
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jreid_1985 wrote:
I know vamp touch and energy drain are rarely used, but are they now reflex save?

No, they are still fortitude save. This isn't exactly the D&D evasion ability. I decided to enable it for any spell that was already a save for half damage.

jreid_1985 wrote:
Also FoD can mitigated by saves, shield, MP, racial MP, sanc and protection whereas charm and petrify merely rely on save checks. Were the mechanics of the spell modified to be on par with the other two?

No mechanics were modified on account of evasion. But some spells such as finger of death do have modified saving throws as mentioned in a different line of the update.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 04, 2017 11:24 pm 
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Dulrik wrote:
jreid_1985 wrote:
I know vamp touch and energy drain are rarely used, but are they now reflex save?

No, they are still fortitude save. This isn't exactly the D&D evasion ability. I decided to enable it for any spell that was already a save for half damage.

jreid_1985 wrote:
Also FoD can mitigated by saves, shield, MP, racial MP, sanc and protection whereas charm and petrify merely rely on save checks. Were the mechanics of the spell modified to be on par with the other two?

No mechanics were modified on account of evasion. But some spells such as finger of death do have modified saving throws as mentioned in a different line of the update.


I'm not sure what you mean. Modified in what way?

As for charm and petrify, did you feel that the save rate for these spells vs npcs was too low? I can't grasp what the intended end result is meant to be. Seems like it would make charming riskier and petrify/FoD more mana draining than they already are . Imho these spells have functioned fine vs npcs for 2 decades.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sun Feb 05, 2017 1:17 am 
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jreid_1985 wrote:
I'm not sure what you mean. Modified in what way?

In no way. They were not modified.

jreid_1985 wrote:
As for charm and petrify, did you feel that the save rate for these spells vs npcs was too low? I can't grasp what the intended end result is meant to be. Seems like it would make charming riskier and petrify/FoD more mana draining than they already are.

This partially offsets the reduction to saving throws for powerful NPC races. To be blunt, we want PvE to stay more challenging (such as it has been in the last year). Now it is easier to land most attack spells again, but the "instant win" spells remain harder than the average (although still easier than it has been in the last year). It's a better targeted compromise than before.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sun Feb 05, 2017 9:10 am 
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Joined: Thu May 11, 2006 11:00 pm
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Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Good job remembering to update the motd btw. :drunk:


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