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Old June 2, 2018, 22:45   #571
bron
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A couple of issues I noted while playing in the current competition:

1) I had a randart with the CURE_MIND activation. The printed description say is restores 10 SP, but in fact it restores 20 SP. Either the description or the activation should be changed so that they match.

2) I found a randart ring that grants "+2 shots". But when I wield it and look at the character description, it says that my character gets "Shots 1.2/turn". Testing this, I can't say for sure that I'm getting 1.2 shots/turn, but I'm definitely NOT getting 3 shots/turn. Intrinsically, I've got nothing against fractional shots, but I'm thinking that this is a bug, not a feature ?
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Old June 2, 2018, 23:07   #572
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Quote:
Originally Posted by bron View Post
1) I had a randart with the CURE_MIND activation. The printed description say is restores 10 SP, but in fact it restores 20 SP. Either the description or the activation should be changed so that they match.
Thanks.

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2) I found a randart ring that grants "+2 shots". But when I wield it and look at the character description, it says that my character gets "Shots 1.2/turn". Testing this, I can't say for sure that I'm getting 1.2 shots/turn, but I'm definitely NOT getting 3 shots/turn. Intrinsically, I've got nothing against fractional shots, but I'm thinking that this is a bug, not a feature ?
No, it's a feature. +10 shots now means 1 extra shot. Extra shots got nerfed in a big way; possibly too much.
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Old June 2, 2018, 23:34   #573
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Tap Magical Energy currently crashes the game if used at full mana. Fix in development, and will be in the next build.
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Old June 2, 2018, 23:36   #574
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No, it's a feature. +10 shots now means 1 extra shot. Extra shots got nerfed in a big way; possibly too much.
The bug is that the description is now misleading by a factor of 10.
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Old June 2, 2018, 23:40   #575
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Nick: suggestion for extra shots: figure out how much damage you want rangers to mete out in the final fight under optimal and usual conditions (using standarts.) Then scale extra shots accordingly. I would suggest making it roughly 500 dpr with Wounding ammo, and 650 with Holy Might ammo.

Rationale:
* Rangers don't have a lot more HP than mages, but have significantly worse spellcasting. So they should do significantly more damage than a mage with Annihilation (a bit more than 400 dam/turn.)
* Rangers have significantly less HP than warriors, and their spellcasting in the endgame gives them only a few real advantages.
* In Tolkien, it was a ranger who killed Smaug with one (artifact) arrow.

And yes, this will potentially give nearly the same dam/turn for any class with a good sling of Buckland. But those are (a) very rare and (b) hard to find high-end ammo for.
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Old June 2, 2018, 23:55   #576
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Quote:
Originally Posted by Derakon View Post
The bug is that the description is now misleading by a factor of 10.
Yes. The description should be changed to something like "+20% of an additional shot" rather than "+2 shots" (assuming multiple items simply add linearly).
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Old June 4, 2018, 09:45   #577
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I have a bastard sword that activates for teleport "randomly about 606f the largest distance you could go"...
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Old June 4, 2018, 11:04   #578
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I have a bastard sword that activates for teleport "randomly about 606f the largest distance you could go"...
Colannon Cloak effect (which also has "606f the largest distance").
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Old June 5, 2018, 01:24   #579
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So half-troll priest is still amazing & I'm only up to the 3rd book so far.

Edit: Can we display the weight on weapons & armour at the characters feet?

Last edited by wobbly; June 5, 2018 at 01:31.
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Old June 5, 2018, 02:32   #580
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There are two or three priest spells that matter: detection (PB6) and Heal300 (PB4.) Orb is good in until your melee catches up with damage. And TO with zero fail is good. But unlimited heal is just crazy good.
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