Unknown2010-07-19 18:19:31
QUOTE (Estarra @ Jul 19 2010, 02:14 PM) <{POST_SNAPBACK}>
Ok, I'm spreading around a little misinformation. Everything I said above is true.
However, racial resistance ALSO reduces damage taken, the more drunk that race is. I was focused on drunken level and the charm and wasn't paying attention to everything the racial alcohol resistance does (which does indeed reduce damage). Steelgut and the charm do NOT have this benefit (though obviously they would work harmoniously with those races).
However, racial resistance ALSO reduces damage taken, the more drunk that race is. I was focused on drunken level and the charm and wasn't paying attention to everything the racial alcohol resistance does (which does indeed reduce damage). Steelgut and the charm do NOT have this benefit (though obviously they would work harmoniously with those races).
I realized they were different. I was speaking specifically for dwarf/dracnari/special brews, that it was the point value of their drunkenness and not their "level".
Otherwise you get this:
Bob the Dwarf is tipsy at 100 points. He gets 10% resistance.
Joe the Dwarf is tipsy at 200 points. He gets 10% resistance.
instead of this:
Bob the Dwarf is tipsy at 100 points. He gets 10% resistance.
Joe the Dwarf is tipsy at 200 points. He gets 15% resistance.
The second way (which seems to be what you're saying it is) is a lot better than I thought it was.
Turnus2010-07-19 18:33:26
What about using the cord to skill flex picking up defenses (a tracker with drawdown/nightkiss for instance). Feature or going to be changed?
Estarra2010-07-19 18:37:58
QUOTE (Turnus @ Jul 19 2010, 11:33 AM) <{POST_SNAPBACK}>
What about using the cord to skill flex picking up defenses (a tracker with drawdown/nightkiss for instance). Feature or going to be changed?
Feature unless we find it throws things way out of balance. Personally, I think it's just a small benefit rather than a game-changing one.
Krellan2010-07-19 19:47:12
They're really not a big deal because most of the defences you lose upon death. The ones that you don't, you lose on disconnects and log out. And it's still limited by the lesson switching amount. tracker with nightkiss/drawdown can only be a tracker with nightkiss/drawdown every other day because they'd have to start out as night/moon and then switch to tracking since you only get one flex limit per day.
Unknown2010-07-19 20:08:27
QUOTE (Krellan @ Jul 19 2010, 08:47 PM) <{POST_SNAPBACK}>
They're really not a big deal because most of the defences you lose upon death. The ones that you don't, you lose on disconnects and log out. And it's still limited by the lesson switching amount. tracker with nightkiss/drawdown can only be a tracker with nightkiss/drawdown every other day because they'd have to start out as night/moon and then switch to tracking since you only get one flex limit per day.
You log out? O.o
The advantages to a knight are more of a personal, metagamish-maximization thing. Personally, it seems like it would be a great tool for mages, especially, since they could swap thier tertiary out of psionics for rad runes or whatever else their org's fighters need at the time.
On the other hand, letting someone like Krellan find every obscene little loop-hole and skill combination that he could with this thing is a pandora's box in head-desk. Right Krellan?
Really though, the def-stacking thing applies to Serenguard and Ebonguard. Stag/Crow form and NK/DD. Those are the only things that are going to be stack-worthy for the effort, unless I'm missing something? Maybe the odd acro def with Psymet?
Krellan2010-07-19 20:44:48
I feel so called-out right now
Xavius2010-07-19 20:50:00
The cord is not awesome until you inquisition someone in a pit 1v1, or a BT swoop kills someone with fused haegl and desert smudge, or you get pinleg-decapitated.
(Why hasn't anyone tried this with normal skillflex yet? )
(Why hasn't anyone tried this with normal skillflex yet? )
Estarra2010-07-19 20:52:03
QUOTE (Xavius @ Jul 19 2010, 01:50 PM) <{POST_SNAPBACK}>
The cord is not awesome until you inquisition someone in a pit 1v1, or a BT swoop kills someone with fused haegl and desert smudge, or you get pinleg-decapitated.
(Why hasn't anyone tried this with normal skillflex yet? )
(Why hasn't anyone tried this with normal skillflex yet? )
Because it costs lessons?
Hrm, skills that burn lessons to use... stop giving me ideas...
Unknown2010-07-19 20:54:10
Doing it midcombat is kind of rough especially when every second counts.
Plus it's kind of a oneshot / onetrick pony that won't work again that day. Literally.
Plus it's kind of a oneshot / onetrick pony that won't work again that day. Literally.
Xavius2010-07-19 20:56:42
QUOTE (Sojiro @ Jul 19 2010, 03:54 PM) <{POST_SNAPBACK}>
Doing it midcombat is kind of rough especially when every second counts.
Plus it's kind of a oneshot / onetrick pony that won't work again that day. Literally.
Plus it's kind of a oneshot / onetrick pony that won't work again that day. Literally.
Aliases are easy enough. I wouldn't even mind the one shot thing. The lulz would be epic.
Badluck, aaah. Greywhispers, aaaah. Hound clamp, aaah...wait, wtf?
Unknown2010-07-19 20:59:44
I admit, the lulz would be pretty epic with a one man tert army.
Estarra2010-07-20 05:40:22
We've modified manse stables slightly:
If you have a manse stable, you can set permissions on who can stable beasts.
Costs for stabling is 75/month for the owner and 100/month for anyone else.
If the stable owner belongs to a city or commune, this enables selling beasts in that stable. Anyone who can house beasts in a manse stable can also sell beasts there (assuming selling is enabled). Proceeds go to accounts in the bank where the owner is in residence. Also, so long as the owner is a member of a city or commune, 50% of non-owner stable fees will be deposited into the bank account where the owner is in residence, i.e., it will cost 100/month for others to stable a beast in a manse stable and 50 gold per month will go to the stable owner's bank account. (This does not include the owner's 75/month fee, the whole of which is always used for stable maintenance.)
If the owner is a rogue, the stable won't be able to sell beasts and the owner will not collect 50% of the stable fees.
Anyone in the stable will be able to purchase from that stable (i.e., you cannot set permission on who can buy). If the stable owner wants to restrict who can buy beasts from the stable, the owner will need to figure out how to isolate the stable with a door and manse permissions, etc.
If you have a manse stable, you can set permissions on who can stable beasts.
Costs for stabling is 75/month for the owner and 100/month for anyone else.
If the stable owner belongs to a city or commune, this enables selling beasts in that stable. Anyone who can house beasts in a manse stable can also sell beasts there (assuming selling is enabled). Proceeds go to accounts in the bank where the owner is in residence. Also, so long as the owner is a member of a city or commune, 50% of non-owner stable fees will be deposited into the bank account where the owner is in residence, i.e., it will cost 100/month for others to stable a beast in a manse stable and 50 gold per month will go to the stable owner's bank account. (This does not include the owner's 75/month fee, the whole of which is always used for stable maintenance.)
If the owner is a rogue, the stable won't be able to sell beasts and the owner will not collect 50% of the stable fees.
Anyone in the stable will be able to purchase from that stable (i.e., you cannot set permission on who can buy). If the stable owner wants to restrict who can buy beasts from the stable, the owner will need to figure out how to isolate the stable with a door and manse permissions, etc.
Unknown2010-07-20 06:51:27
Veyrzhul2010-07-20 10:37:09
QUOTE (Krellan @ Jul 19 2010, 07:47 PM) <{POST_SNAPBACK}>
They're really not a big deal because most of the defences you lose upon death. The ones that you don't, you lose on disconnects and log out. And it's still limited by the lesson switching amount. tracker with nightkiss/drawdown can only be a tracker with nightkiss/drawdown every other day because they'd have to start out as night/moon and then switch to tracking since you only get one flex limit per day.
It's actually a big deal, because any crow/stag knight with a cord can switch for free to night/moon and back to crow/stag each rl day. And thus easily grab nightkiss/drawdown and while being able to use all defences and active skills of crow/stag. And it's not a problem to stay logged in for a day (or the portion of it that you actually spend playing) unless you have a bad connection.
This is not only a big deal because the respective auras are very powerful, it is also something that's pretty limited to those skillsets and the Serenguard/Ebonguard. No other guilds have skill specs that provide powerful death-resistant defences like those, and without them being specs you can't change forth and back each day.
Xenthos2010-07-20 11:40:39
QUOTE (Veyrzhul @ Jul 20 2010, 06:37 AM) <{POST_SNAPBACK}>
It's actually a big deal, because any crow/stag knight with a cord can switch for free to night/moon and back to crow/stag each rl day. And thus easily grab nightkiss/drawdown and while being able to use all defences and active skills of crow/stag. And it's not a problem to stay logged in for a day (or the portion of it that you actually spend playing) unless you have a bad connection.
This is not only a big deal because the respective auras are very powerful, it is also something that's pretty limited to those skillsets and the Serenguard/Ebonguard. No other guilds have skill specs that provide powerful death-resistant defences like those, and without them being specs you can't change forth and back each day.
This is not only a big deal because the respective auras are very powerful, it is also something that's pretty limited to those skillsets and the Serenguard/Ebonguard. No other guilds have skill specs that provide powerful death-resistant defences like those, and without them being specs you can't change forth and back each day.
But if you're Crow, every time you do you lose your entire Nest and everything related to it, so it's more of a problem just for Serenguard who lose just the bond itself.
Esano2010-07-20 11:43:28
Question:
will the Commandant's Sash (+5% squad experience) work for single-person squads? What about the Commandant's Knot (+5% gold)? The latter seems unlikely, as squad gold splitting only works once you have at least two people.
will the Commandant's Sash (+5% squad experience) work for single-person squads? What about the Commandant's Knot (+5% gold)? The latter seems unlikely, as squad gold splitting only works once you have at least two people.
Kante2010-07-20 11:50:38
QUOTE (Estarra @ Jul 20 2010, 01:40 AM) <{POST_SNAPBACK}>
We've modified manse stables slightly:
If you have a manse stable, you can set permissions on who can stable beasts.
Costs for stabling is 75/month for the owner and 100/month for anyone else.
If the stable owner belongs to a city or commune, this enables selling beasts in that stable. Anyone who can house beasts in a manse stable can also sell beasts there (assuming selling is enabled). Proceeds go to accounts in the bank where the owner is in residence. Also, so long as the owner is a member of a city or commune, 50% of non-owner stable fees will be deposited into the bank account where the owner is in residence, i.e., it will cost 100/month for others to stable a beast in a manse stable and 50 gold per month will go to the stable owner's bank account. (This does not include the owner's 75/month fee, the whole of which is always used for stable maintenance.)
If the owner is a rogue, the stable won't be able to sell beasts and the owner will not collect 50% of the stable fees.
Anyone in the stable will be able to purchase from that stable (i.e., you cannot set permission on who can buy). If the stable owner wants to restrict who can buy beasts from the stable, the owner will need to figure out how to isolate the stable with a door and manse permissions, etc.
If you have a manse stable, you can set permissions on who can stable beasts.
Costs for stabling is 75/month for the owner and 100/month for anyone else.
If the stable owner belongs to a city or commune, this enables selling beasts in that stable. Anyone who can house beasts in a manse stable can also sell beasts there (assuming selling is enabled). Proceeds go to accounts in the bank where the owner is in residence. Also, so long as the owner is a member of a city or commune, 50% of non-owner stable fees will be deposited into the bank account where the owner is in residence, i.e., it will cost 100/month for others to stable a beast in a manse stable and 50 gold per month will go to the stable owner's bank account. (This does not include the owner's 75/month fee, the whole of which is always used for stable maintenance.)
If the owner is a rogue, the stable won't be able to sell beasts and the owner will not collect 50% of the stable fees.
Anyone in the stable will be able to purchase from that stable (i.e., you cannot set permission on who can buy). If the stable owner wants to restrict who can buy beasts from the stable, the owner will need to figure out how to isolate the stable with a door and manse permissions, etc.
That sounds awesome, but would you be able to do a regular artifact that's a stable miniature that allows you to house your beast, as well as the people on your permissions list, but without the other jazz?
I mean, the other stuff is great, too, and I wouldn't mind having it, but it would make it a good deal more expensive for a regular artifact.
Tandrin2010-07-20 13:37:16
I have some questions on the Temporal Freezer.
It has been stated earlier that you can carry it around. It appears this artifact came about from the suggestion of being able to put one's item in stasis if they wanted to take a break. Is this a one-time use item or basically a parafilement purse that behaves like a shop stockroom rather than halving decay?
It has been stated earlier that you can carry it around. It appears this artifact came about from the suggestion of being able to put one's item in stasis if they wanted to take a break. Is this a one-time use item or basically a parafilement purse that behaves like a shop stockroom rather than halving decay?
Ssaliss2010-07-20 14:54:15
QUOTE (Tandrin @ Jul 20 2010, 03:37 PM) <{POST_SNAPBACK}>
I have some questions on the Temporal Freezer.
It has been stated earlier that you can carry it around. It appears this artifact came about from the suggestion of being able to put one's item in stasis if they wanted to take a break. Is this a one-time use item or basically a parafilement purse that behaves like a shop stockroom rather than halving decay?
It has been stated earlier that you can carry it around. It appears this artifact came about from the suggestion of being able to put one's item in stasis if they wanted to take a break. Is this a one-time use item or basically a parafilement purse that behaves like a shop stockroom rather than halving decay?
Since it doesn't state anywhere that it's a one-time use artifact and the fact that it's a very limited edition artifact (thus far), I think it's safe to assume that it's a permanent multi-use artifact.
ongaku2010-07-20 15:44:16
The auction I bid way too much on accidentally just shot up to nearly as much as I bid for it. Great. Why couldn't it have been for the auction I didn't mean to bid on in the first place that I'm winning for no good reason?