Athana2005-09-18 05:47:59
QUOTE(munsia @ Sep 17 2005, 09:41 PM)
No skill gives more then one affliction at a time but one at a time they all hit. Spores has 4 actually come to think of it. And spiders has about that many as well
188231
I'd really love to see some evidence of that claim, I've never seen spiders do that many either
Shiri2005-09-18 05:48:38
QUOTE(Athana @ Sep 18 2005, 06:47 AM)
I'd really love to see some evidence of that claim, I've never seen spiders do that many either
188235
That would be because it was changed in the envoy reports, I think.
Xavius2005-09-18 05:52:18
The AB file for it hasn't changed. It's always supposed to have given three afflictions, one at a time on a rotating basis. Whether or not all three hit I couldn't tell you.
Geb2005-09-18 05:52:30
QUOTE(Xavius @ Sep 18 2005, 06:29 AM)
I'm going to go out on a limb and guess that no guild has a demesne skill that simultaneously gives two afflictions. I know no druid guild has such a skill. A one second stun is inferior to simultaneous paralysis and stupidity, especially so when stacked with other demesne effects and potentially a fetish.
188222
Ok, you need to know what demesne effects the Aquamancer demesne has. It can knock prone, give freeze, and stun. That is all. It does not give any other lingering effects. Now runes and motes can be added to it, but that is the same as any other demesne. Also, mages do not have access to a fetish. That is only the domain of druids.
* Oh, and the stun length is 2 seconds, not one. One second is for the geo demesne.
Munsia2005-09-18 05:54:33
QUOTE(Athana @ Sep 18 2005, 01:47 AM)
I'd really love to see some evidence of that claim, I've never seen spiders do that many either
188235
Spiders have always been that way. You just havent fought them enough
Ceres2005-09-18 08:15:46
QUOTE(geb @ Sep 18 2005, 05:52 AM)
* Oh, and the stun length is 2 seconds, not one. One second is for the geo demesne.
188240
The Geomancer and Aquamancer stuns are both 2 seconds.
Celestine stun is 1
Nayl2005-09-18 09:01:40
QUOTE(munsia @ Sep 18 2005, 01:54 PM)
Spiders have always been that way. You just havent fought them enough
188241
There's 3 venoms.
The upgrade means 1 to 2 at once now.
Munsia2005-09-18 09:05:15
QUOTE(Nayl @ Sep 18 2005, 05:01 AM)
There's 3 venoms.
The upgrade means 1 to 2 at once now.
The upgrade means 1 to 2 at once now.
188301
at once? thats not right.. so you get quite a few passive afflictions hitting once and we are still stuck with pathtwist which is still pretty much useless
Ceres2005-09-18 09:32:32
Boohoo.
Munsia2005-09-18 09:54:25
QUOTE(Ceres @ Sep 18 2005, 05:32 AM)
Boohoo.
188311
Are you trying to piss people off cause you're not adding anything productive to the topic
Gregori2005-09-18 10:29:28
Pathtwist is not useless. It has to many means of escape I agree, but that was envoyed and hopefully will change. Every guild though has some skills that are good and some that are not so good, it is all in the setup of how you use them.
Comparing Blacktalon skills to Hartstone skills is crazy though, we should not be exact copies of each other. They are better at somethings than we are, and we are better at some things than they are. Looking at the entire skills instead of picking one or two and saying "you have this and we only have this" would show you that.
Comparing Blacktalon skills to Hartstone skills is crazy though, we should not be exact copies of each other. They are better at somethings than we are, and we are better at some things than they are. Looking at the entire skills instead of picking one or two and saying "you have this and we only have this" would show you that.
Ceres2005-09-18 10:36:12
QUOTE(Gregori @ Sep 18 2005, 10:29 AM)
Pathtwist is not useless. It has to many means of escape I agree, but that was envoyed and hopefully will change. Every guild though has some skills that are good and some that are not so good, it is all in the setup of how you use them.
Comparing Blacktalon skills to Hartstone skills is crazy though, we should not be exact copies of each other. They are better at somethings than we are, and we are better at some things than they are. Looking at the entire skills instead of picking one or two and saying "you have this and we only have this" would show you that.
Comparing Blacktalon skills to Hartstone skills is crazy though, we should not be exact copies of each other. They are better at somethings than we are, and we are better at some things than they are. Looking at the entire skills instead of picking one or two and saying "you have this and we only have this" would show you that.
188324
I couldn't be bothered to write all that, but he's got the gist of it, Munsia.
Roark2005-09-18 14:25:53
QUOTE(Icarus @ Sep 17 2005, 10:39 PM)
Wouldn;t it make more sense if stun time is based on size difference rather tha fixed acording to stunned person size? So an igasho vs an igasho will have same stun time as a faeling vs faeling, but it will be longer/shorter if the size difference is postive/negative.
188154
No, but for some physical attacks it uses strength. For example, shieldstun is more effective if you have lots of muscle to swing your shield with.
Roark2005-09-18 14:58:05
The formula was adjusted some this morning.
Xenthos2005-09-18 15:58:34
ANNOUNCE NEWS #402
Date: 9/18/2005 at 15:55
From: Hajamin, the Golden Lord
To : Everyone
Subj: Important fixes for Traps
This is NOT the envoy report for Tracking. This is two important bug
fixes that everyone should be aware of.
1. Traps can nolonger be layed in the water, this was obviously an
oversight as you cannot dig a pit in the ocean.
2. Having multiple snake pits in one room, will no longer stack. This
means you can still have 3 snake pits in one room, but there will never
be more than 5 snakes per room.
Penned by my hand on the 3rd of Dvarsh, in the year 127 CE.
Date: 9/18/2005 at 15:55
From: Hajamin, the Golden Lord
To : Everyone
Subj: Important fixes for Traps
This is NOT the envoy report for Tracking. This is two important bug
fixes that everyone should be aware of.
1. Traps can nolonger be layed in the water, this was obviously an
oversight as you cannot dig a pit in the ocean.
2. Having multiple snake pits in one room, will no longer stack. This
means you can still have 3 snake pits in one room, but there will never
be more than 5 snakes per room.
Penned by my hand on the 3rd of Dvarsh, in the year 127 CE.
Munsia2005-09-18 18:49:57
QUOTE(Ceres @ Sep 18 2005, 06:36 AM)
I couldn't be bothered to write all that, but he's got the gist of it, Munsia.
188330
riiiiight
Munsia2005-09-18 18:51:26
QUOTE(Gregori @ Sep 18 2005, 06:29 AM)
Pathtwist is not useless. It has to many means of escape I agree, but that was envoyed and hopefully will change. Every guild though has some skills that are good and some that are not so good, it is all in the setup of how you use them.
Comparing Blacktalon skills to Hartstone skills is crazy though, we should not be exact copies of each other. They are better at somethings than we are, and we are better at some things than they are. Looking at the entire skills instead of picking one or two and saying "you have this and we only have this" would show you that.
Comparing Blacktalon skills to Hartstone skills is crazy though, we should not be exact copies of each other. They are better at somethings than we are, and we are better at some things than they are. Looking at the entire skills instead of picking one or two and saying "you have this and we only have this" would show you that.
188324
Pathtwist isnt that usefull since everyone I fight uses unite, spores, (some actually teleport ), then the others roll. Not to mention have the power to pull off pathtwist when I have to keep sapping so I can kill the damn people
Gregori2005-09-18 19:26:46
QUOTE(munsia @ Sep 18 2005, 12:51 PM)
Pathtwist isnt that usefull since everyone I fight uses unite, spores, (some actually teleport ), then the others roll. Not to mention have the power to pull off pathtwist when I have to keep sapping so I can kill the damn peopleÂ
188462
Unite is local area, so odds are they are not leaving your demesne. Spores should allow you to escape Pathtwist, so should tumble and roll. Relying on Sap for everything is called a one trick pony. The problem with a one trick pony is that soon everyone knows you only fight one way and they know how to get around it. It still does not make Pathtwist useless, it makes it impractical, which can be said of many skills.
Munsia2005-09-18 19:37:55
QUOTE(Gregori @ Sep 18 2005, 03:26 PM)
Unite is local area, so odds are they are not leaving your demesne. Spores should allow you to escape Pathtwist, so should tumble and roll. Relying on Sap for everything is called a one trick pony. The problem with a one trick pony is that soon everyone knows you only fight one way and they know how to get around it. It still does not make Pathtwist useless, it makes it impractical, which can be said of many skills.
188479
Relying on sap is not my fault.. I have sat there banging up alger for quite a while and nothing really effected him although I screwed up my sap chances but still it proves you cant kill anyone unless you have some way to hinder the sipping or healing. The cudgel damage was changed but it didnt get better.
Xenthos2005-09-18 21:07:53
ANNOUNCE NEWS #403
Date: 9/18/2005 at 20:57
From: Hajamin, the Golden Lord
To : Everyone
Subj: Envoy Updates
COOKING:
The Flax cost of FORTIFY has been halved.
RITUALS:
Amissio has been weakened slighty, but still higher than it's original
strength.
Puer will heal slightly more than a health vial, have a longer eq, and a
lower mana cost.
NECROMANCY:
FEED will no longer make you hungry when you use it.
Omen's power cost has been reduced.
The creatures created with Raisedead will be FAR stronger.
Once someone is Crucified, they cannot be crucified again until they
writhe off it.
Corpses created via SACRIFICE will last a bit longer.
Ectoplasm now has a power cost.
INFLUENCE:
Equilibrium recovery of INFLUENCE and DEBATE will no longer be effected
by racial bonuses/disadvantages to equilibrium recovery. Charisma will
now effect the speed at which you recover equilibrium from those two
skills. This means a person with a higher Charisma will recover thier
equilibrium faster while influencing. We will be watching this change,
and making adjustments as needed.
Penned by my hand on the 8th of Dvarsh, in the year 127 CE.
Date: 9/18/2005 at 20:57
From: Hajamin, the Golden Lord
To : Everyone
Subj: Envoy Updates
COOKING:
The Flax cost of FORTIFY has been halved.
RITUALS:
Amissio has been weakened slighty, but still higher than it's original
strength.
Puer will heal slightly more than a health vial, have a longer eq, and a
lower mana cost.
NECROMANCY:
FEED will no longer make you hungry when you use it.
Omen's power cost has been reduced.
The creatures created with Raisedead will be FAR stronger.
Once someone is Crucified, they cannot be crucified again until they
writhe off it.
Corpses created via SACRIFICE will last a bit longer.
Ectoplasm now has a power cost.
INFLUENCE:
Equilibrium recovery of INFLUENCE and DEBATE will no longer be effected
by racial bonuses/disadvantages to equilibrium recovery. Charisma will
now effect the speed at which you recover equilibrium from those two
skills. This means a person with a higher Charisma will recover thier
equilibrium faster while influencing. We will be watching this change,
and making adjustments as needed.
Penned by my hand on the 8th of Dvarsh, in the year 127 CE.