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The event "The Assault on Taekir" is beginning in 1 day, 13 hours.

Q2 2020 patch - Back with a Vengeance
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Mr. Forgotten



Joined: 18 Aug 2005
Posts: 539

PostPosted: Sat Sep 26, 2020 11:11 pm    Post subject:

So what are you saying? That this wouldnt work because of ethos chosen? Because the druid can only he 1 axis off true neutral? That makes a lot more sense to me as to why my attempts would have failed.
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hamsandwich



Joined: 08 Jan 2019
Posts: 241

PostPosted: Sat Sep 26, 2020 11:30 pm    Post subject:

I think that's A possible reason. But before you roll another druid and level to 15, I don't think it's going to work no matter what. I think it just wasn't even implemented to work for druids. It's a ranger thing I think. But idk anything for certain
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BlackWidow



Joined: 24 Apr 2014
Posts: 470
Location: Yes

PostPosted: Sat Sep 26, 2020 11:46 pm    Post subject:

I'm pretty sure this is a ranger-only thing. The point I was trying to make is I didn't see somebody like Dav or any other Immortal for that matter coding an additional case or trying to account for additional variables when the evil werebeast ranger was explicitly announced.
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Kornhole



Joined: 15 Aug 2012
Posts: 370
Location: Melbourne, Florida

PostPosted: Sat Oct 03, 2020 1:44 am    Post subject:

Three things. First (and definitely foremost) thanks to all the Immortals for all the hard work, this seems to me (take that for what it is worth) an extensive and labor intensive set of changes and thanks again for all you do.
Second, the addition of staff block seems to lessen the utility (or need) for spirit shield, perhaps lower its level requirement as a fix?
Third, seeing the addition of SPECIALIZATIONS to ANOTHER class seems to me to take a LOT out of the newbie friendliness of AR that I love (perhaps because I am a 15+ year noob).
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deioped



Joined: 25 Aug 2014
Posts: 75

PostPosted: Mon Oct 05, 2020 7:36 am    Post subject:

Hi, is it possible to update the TRANSFORM helpfile to say what kind of stats the spider transformation gives?

Or if anyone has made one would you be so kind to say what stats does it give?
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Kornhole



Joined: 15 Aug 2012
Posts: 370
Location: Melbourne, Florida

PostPosted: Wed Oct 07, 2020 1:37 am    Post subject:

So, a wanted shaman can behead guards, and crack them for favor? Isnt Davairus lawful? Not sure if there is a valid point here, just wondering.
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JeepGuy



Joined: 27 Mar 2019
Posts: 11

PostPosted: Thu Oct 15, 2020 12:58 pm    Post subject:

"Unholy armor is now based on item armor class and level instead of on weight."

As a new player, I've been reading the hell out of the helpfiles. Where/how do we submit updates? The UNHOLY ARMOR helpfile still has the old info.
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Vevier
Immortal


Joined: 23 Jul 2008
Posts: 1642
Location: everywhere

PostPosted: Thu Oct 15, 2020 1:05 pm    Post subject:

You can submit a BUG in game or through the website and we'll get it.
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BlackWidow



Joined: 24 Apr 2014
Posts: 470
Location: Yes

PostPosted: Thu Oct 15, 2020 3:05 pm    Post subject:

Hey, JeepGuy! Glad to hear we have fresh blood. Not to derail the topic too much, but whenever you see something which is off (descriptions in rooms, of items, monsters, etc. having typos or other issues, or something not working as you would expect it to), definitely submit a bug report!
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Ceridwel
Immortal


Joined: 01 Feb 2008
Posts: 3385
Location: Seattle

PostPosted: Thu Oct 15, 2020 3:38 pm    Post subject:

Hi JeepGuy - I updated the help file yesterday, here's what it says now. Let me know if it is still unclear and we can tweak it accordingly.

Code:

'HOLY ARMOR' 'UNHOLY ARMOR'
Syntax: AUTOMATIC

Unlike other fighters, paladins and dark knights train for both extensive
spellcasting and weapon combat, and dividing their skills between the two
has left little room in their hybrid fighting style for the same rigorous
physical regimen as more specialized fighters and rogues.  As a result, in
place of the more conventional DODGE skill, paladins and dark knights
instead choose a less physically demanding route by fortifying their armor
with magic.  This is accomplished by the holy armor and unholy armor skills.
 
The holy armor and unholy armor skills bolster the defensive attributes of
the items a paladin or dark knight wears on their head, torso, arms, hands,
legs, and feet.  The heavier the type of armor of the items that are worn,
the larger the ARMOR CLASS bonus from the holy armor and unholy armor skills.
Heavy Armor grants the most AC bonus and Light Armor the least.

The skills also improve in defensive potency as the paladin or dark knight
earns more ranks in his respective guild, as well as with increasing skill
proficiency.  At their maximum potential, the holy armor and unholy armor
skills are easily two of the most powerful armor enhancements in Serin.
 
Holy armor and unholy armor provide identical defensive bonuses as DODGE
against lag-inducing skills such as bash.
 
* Heavy armor grants the most bonus and light armor gives the least
* The reverse is true for Oath of Eradication paladins
* Wearing higher level items improve holy armor and unholy armor bonuses.
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JeepGuy



Joined: 27 Mar 2019
Posts: 11

PostPosted: Thu Oct 15, 2020 6:47 pm    Post subject:

It might be my newness but here's what I'm reading.

Dav wrote, "Unholy armor is now based on item armor class and level instead of on weight."

To me, that means it IS NOT based on weight. AC matters. Level matters.

The helpfile says, "Heavy armor grants the most bonus and light armor gives the least." I interpret that to mean that it IS based on weight. It "grants the MOST bonus."

The 2 quotes seem like total opposites.
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Davairus
Implementor


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

PostPosted: Thu Oct 15, 2020 7:20 pm    Post subject:

light/medium/heavy are the names of the armor classes. Those names are chosen to correlate with density (i.e. the kind of shape) not just weight. Its like having a fully enclosed metal surface versus a chain vest. It will also be heavy but it being classified 'heavy' is more to do with being a homogenous metal plate. We have a magical armor type in the game called 'adamantine' much like wolverine's adamantium claws which you will find is a lower weight than typical metals but the items made from it fall into the "heavy" armor class. Dragonscale and demonskin are similar exotic materials.
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hamsandwich



Joined: 08 Jan 2019
Posts: 241

PostPosted: Thu Oct 15, 2020 7:29 pm    Post subject:

I think the confusion is Dav's quote says "armor class" but that does NOT mean AC. Even though they're the same words... by armor class he means the classifiers light/medium/heavy.
Holy armor used to provide bonus armor based on weight alone, and only for heavy type armors. Now it provides it based on whether it is light/medium/heavy and the level of the item. So a heavy class item of max level will provide the most bonus
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JeepGuy



Joined: 27 Mar 2019
Posts: 11

PostPosted: Thu Oct 15, 2020 9:13 pm    Post subject:

That makes the change and helpfile clear to me. I'm not sure how the next newb will read it.

Suggestion: explain this in the AC helpfile and maybe add HEAVY ARMOR, LIGHT ARMOR, and WHATEVEROTHER ARMOR as titles to it so people can find it.

I did wonder if heavy armor was a thing. It is in title case in the UNHOLY ARMOR helpfile (in 1 place). But there wasn't a helpfile for it so I went back to my assumption that it was a weight class.
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Ceridwel
Immortal


Joined: 01 Feb 2008
Posts: 3385
Location: Seattle

PostPosted: Fri Oct 16, 2020 12:31 am    Post subject:

Thanks JeepGuy. I went one step further just now based on your feedback and added references to HELP ARMOR TYPE.

Code:
'HOLY ARMOR' 'UNHOLY ARMOR'
Syntax: AUTOMATIC

Unlike other fighters, paladins and dark knights train for both extensive
spellcasting and weapon combat, and dividing their skills between the two
has left little room in their hybrid fighting style for the same rigorous
physical regimen as more specialized fighters and rogues.  As a result, in
place of the more conventional DODGE skill, paladins and dark knights
instead choose a less physically demanding route by fortifying their armor
with magic.  This is accomplished by the holy armor and unholy armor skills.
 
The holy armor and unholy armor skills bolster the defensive attributes of
the items a paladin or dark knight wears on their head, torso, arms, hands,
legs, and feet.  The heavier the ARMOR TYPE of the items that are worn,
the larger the ARMOR CLASS bonus from the holy armor and unholy armor skills.
Heavy Armor grants the most AC bonus and Light Armor the least.

The skills also improve in defensive potency as the paladin or dark knight
earns more ranks in his respective guild, as well as with increasing skill
proficiency.  At their maximum potential, the holy armor and unholy armor
skills are easily two of the most powerful armor enhancements in Serin.
 
Holy armor and unholy armor provide identical defensive bonuses as DODGE
against lag-inducing skills such as bash.
 
* Heavy armor grants the most bonus and light armor gives the least
* The reverse is true for Oath of Eradication paladins
* Wearing higher level items improve holy armor and unholy armor bonuses.

See also: HELP ARMOR CLASS, HELP DODGE, HELP LAG, HELP SET PARRY
See also: HELP ARMOR TYPE

Vnum: [1460] HOLY UNHOLY ARMOR
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JeepGuy



Joined: 27 Mar 2019
Posts: 11

PostPosted: Fri Oct 16, 2020 2:12 am    Post subject:

Thanks!
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Davairus
Implementor


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

PostPosted: Fri Oct 16, 2020 10:23 am    Post subject:

It was probably a mistake to name the armor classes something that would get confused with item weights. It just kills me a bit that you end up having to read helpfiles. Great that we have them, but I would much rather have it just make sense without needing to resort to them. If there’s a better set of names for this stuff we should swap.
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Kalist19
Emissary


Joined: 19 Jan 2004
Posts: 1153

PostPosted: Fri Oct 16, 2020 4:07 pm    Post subject:

Why not just say “Armor type” = light/medium/heavy? Armor class = the number that grants damage reduction.
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Rothak



Joined: 03 Oct 2011
Posts: 256
Location: Japan

PostPosted: Sun Oct 18, 2020 10:42 pm    Post subject:

With the monk parry taking a hit in inferior combat style, how does that work out with the yang styles IE tiger, dragon, etc. that supposedly already act as if the opponent has a weapon type advantage? By this I mean, say my opponent is in defensive, and I'm using I dunno, tiger style. So now I'm technically superior and shouldn't suffer a parry penalty, but because I'm in a yang style I still suffer a parry penalty?
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ivindel



Joined: 20 Nov 2015
Posts: 163
Location: Singapore

PostPosted: Fri Oct 23, 2020 10:21 am    Post subject:

Oath of eradication paladins lose staff skill?!?
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