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Erlwith
Joined: 22 Mar 2006 Posts: 1626
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Posted: Fri Jun 16, 2006 2:49 pm Post subject: Turn Undead. |
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I'm finding that Turn Undead now only works on undead things rather then all evils (rather than just doing less damage to living creatures).
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<685/877hp 371/831m 386/394mv active> {} commune 'turn undead'
You utter words of divine power!
Krynst, the Ancient has a few scratches.
<696/877hp 339/831m 394/394mv active> {}
Krynst, the Ancient dances around your beating, easily dodging it.
Krynst, the Ancient's charge mauls you.
Your shield jolts under Krynst, the Ancient's charge, but holds.
Your divine retribution maims Krynst, the Ancient!
Krynst, the Ancient has a few scratches.
<674/877hp 339/831m 394/394mv active> {}
Your beating misses Krynst, the Ancient.
Krynst, the Ancient couldn't dodge your beating but you miss by inches.
Krynst, the Ancient's charge mauls you.
Krynst, the Ancient's charge mauls you.
Your divine retribution devastates Krynst, the Ancient!
Krynst, the Ancient has a few scratches.
<627/877hp 339/831m 394/394mv active> {} commune 'cure critical'
You feel a lot better!
Krynst, the Ancient has a few scratches.
<686/877hp 319/831m 394/394mv active> {} commune 'cure critical'
Krynst, the Ancient deflects your beating aside in an ungraceful parry.
Krynst, the Ancient thrusts your beating aside in a skillful parry.
Krynst, the Ancient's charge mauls you.
Your shield wobbles and barely deflects Krynst, the Ancient's charge.
Your divine retribution decimates Krynst, the Ancient!
Krynst, the Ancient has a few scratches.
<665/877hp 319/831m 394/394mv active> {} You feel a lot better!
Krynst, the Ancient has a few scratches.
<720/877hp 299/831m 394/394mv active> {}
Krynst, the Ancient narrows its eyes.
Your beating maims Krynst, the Ancient!
Krynst, the Ancient's charge mauls you.
Krynst, the Ancient's charge mauls you.
You block Krynst, the Ancient's attack with your shield.
Your divine retribution devastates Krynst, the Ancient!
Krynst, the Ancient has a few scratches.
You stop turning undead.
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Not one turn worked. |
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Vhrael Immortal
Joined: 06 Jan 2006 Posts: 1085 Location: Texas
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Posted: Fri Jun 16, 2006 4:15 pm Post subject: |
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turn undead wrote: |
'TURN UNDEAD'
Syntax: commune 'turn undead' (short syntax: turn)
Spell type: AFFLICTIVE
Dependency: none
Striking at the energy binding the undead to this world, healers and
paladins may attempt to turn them into dust outright. This spell takes
time to commune properly, and once begun the caster stands fixed while
he is turning undead. During this time, all surrounding undead targets
are either disintegrated into dust or suffer continual damage from the
turn undead spell. Those directly attacking the caster are closer to the
source of the spell, and thus suffer more damage.
Healers inflict more damage while turning undead than do paladins.
* This clerical spell is intended for use against the undead, and thus
inflicts its full damage regardless of the target's health. |
When in doubt, read the helpfile. If it doesn't clearly state that the behavior you're seeing is the proper behavior, then it's probably one of two things: 1) the skill/spell is being changed, or 2) it's a bug. |
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Burzuk Implementor
Joined: 20 Jan 2004 Posts: 529
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Posted: Fri Jun 16, 2006 6:20 pm Post subject: |
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Turn undead damaging non-undead targets was a bug that's already been fixed. Old turn undead didn't hurt non-undead targets. Why should the new one?
The actual bug in your log there is that healers aren't supposed to be able to commune while turning -- I was off-by-one (sigh, again) in the numbers I gave to Davairus regarding the lag duration for turn undead, which was what had allowed healers to squeeze in a extra commune in-between each "pulse" of turn undead. As per the helpfile, healers are "fixed" during the turn in terms of both a) not being able to move, and b) not being able to commune. That's the price for turn undead's very high damage output and mana efficiency vs undead targets, as well as its lack of requiring any affbreak dependency to be effective.
Speaking of affbreak dependency, I'm still seeing healers whine about divine ret instead of simply wearing affbreaks to up the damage from it. For those using divine ret at all, you owe it to yourself to wear some affbreaks. Other than the lethality-scaling addition for almost-dead PC targets (which is identical to the lethality-scaling in wrath, flay health, etc), divine ret is exactly as strong as it used to be so long as healers actually bother wearing enough affbreaks. |
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Erlwith
Joined: 22 Mar 2006 Posts: 1626
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Posted: Fri Jun 16, 2006 7:58 pm Post subject: |
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Well either way least I reported a bug, heh.
And for the record, with dispel undead sucking, divine ret being majorly gimped, and neutral/dwarves having very few mace choices it's the Healer profession that's starting to take a major hit. Healing is being slightly nerfed, I mean come on... if you think that we're crazy for thinking that Healers are being gimped, then you haven't played a healer lately.
Do they suck? No, but that doesn't mean they're getting better because they're not. It'll only take a few more wacks of the nerf stick before dwarf healers turn into drow invokers. |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Fri Jun 16, 2006 9:12 pm Post subject: |
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Speaking of which.. whack!!!
Dont forget that this class has new stuff like prot shield blocking dirt, weapon ward denys warriors most their skills, etc. |
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Erlwith
Joined: 22 Mar 2006 Posts: 1626
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Posted: Fri Jun 16, 2006 11:06 pm Post subject: |
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Yeah I love protective shield, unfortunately it comes with the affect of reducing a Healer's overall damage due to the lack of the ability to cast what used to be one of our most useful spells.
I mean, I'm glad to see what's in store for Healers to sort of balance things out in light of the everpopular gimpstick. Those boons just can't come soon enough.
BTW can we *please* up the time on cure continual by just a little? I mean, it's kind of a joke now as far as it making other healing spells more productive. It lasts for all of 8 seconds (and the last "tick" doesn't even heal you) which makes the thought of then using some healing spells for mana efficiency kind of lame. 20 seconds would make it worthwhile. |
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