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The event "The Assault on Taekir" is beginning in 1 day, 4 hours.

Druidic Staff Update
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Mon Feb 26, 2018 8:12 pm    Post subject:

This extra weapon type (mace) sounds great. As for the changing of damtype with enchant weapon, I would like to see it, on condition that this is an effect that quickly wears off.. other than that, of course, much thanks Olyn.
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Mon Feb 26, 2018 11:53 pm    Post subject:

Great idea, Dav. I've got one element in and working perfectly. I need to get the other elements in and then misc. stuff like the wear off messages either tonight or tomorrow. I'm excited about this.

Players, look for this to be live by tomorrow afternoon at the latest.
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Tue Feb 27, 2018 3:56 pm    Post subject:

Okay, enchanting the druid staff can now do three separate things:

With one crystal charged:
change the staff between staff, club, and exotic - lasts until you change it again

With two crystals charged:
change the staff damage type - lasts a few hours then reverts to original damage

With three crystals charged:
change the staff's passive buff - lasts until you change it again


Misc notes:

As before, druids are expected to experiment to find which combinations are valid.

The weapon's suffix is now based on the active damage type, not the passive buff. Prior to this change, 'a blessed shillelagh of pools' was a staff with wrath damage that had the water passive to increase mana. Now,'a blessed shillelagh of pools' is a staff that has base wrath damage that has been temporarily enchanted to do water damage. This means your opponents will be able to see which damage type you're using, but not what passive buff you have.

I tested this pretty thoroughly, but it's easy to miss something. Report any bugs you find and I'll get to them as soon as I can.
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Wed Feb 28, 2018 1:12 am    Post subject:

this sounds really good. Plus with a detailed info dump like this I'll be able to make minor corrections if a player reports a bug to me
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Dalero



Joined: 13 Oct 2004
Posts: 101
Location: Texas

PostPosted: Tue Dec 04, 2018 7:05 pm    Post subject:

Sorry to necro a thread but I had a request and another thought on Druid staff.

Firstly, can the enchant staff skill be updated to reflect the 1 charge/2 charge/ 3 charge changes? Or does that fall under the druids needs to pass this down to other druids lore? I was trying to figure out how this worked and was mostly guessing, and I find out by reading this thread I had no idea how the skill actually operated. Now that I do, I can experiment with the elements like I think was intended!


My other suggestion is a bit more difficult I expect. When brandishing your staff with full charges, if the active 3 charge is running, can you refresh the timer on said active ability if it consumes all three charges? Or instead run a check and if the 3 charge brandish is going, only consume two charges and execute the2 charge brandish, leaving one charge left? I am thinking of a couple elements in particular when I thought of these, It might make it a bit more efficient or increase damage output slightly if used correctly. Might even add some sort of combo/spell chain if it’s theory crafted right.
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