.10r Discussion (Obsolete)

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Rising_Dusk
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Re: .10r Discussion

Post by Rising_Dusk » Tue Apr 14, 2009 3:56 pm

Kurogamon wrote:I didn't mean Ramm's stunlock, that's reasonably fun. I meant the firebolt stun of the kobolds, and the bash which makes it impossible to do anything at an efficient rate when fighting more than 3.
This is what I was talking about.
Kurogamon wrote: And does it adjust for player number? If so, how? Unit number, stats, what?
Max life and damage.
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Kurogamon
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Re: .10r Discussion

Post by Kurogamon » Tue Apr 14, 2009 8:21 pm

Ah...

Is there/will there be commands to allow calculating spell damage? They would be useful.

Also, just how complete is OD at this point?
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Rising_Dusk
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Re: .10r Discussion

Post by Rising_Dusk » Tue Apr 14, 2009 9:23 pm

I consider it 70%ish. The majority is done, it's just fiddling and making the last 4 levels.
Kurogamon wrote:Is there/will there be commands to allow calculating spell damage? They would be useful.
Possibly.. Hrm.
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Kurogamon
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Re: .10r Discussion

Post by Kurogamon » Tue Apr 14, 2009 9:29 pm

Alright, just one last thing. After some poking around and having my ass handed to me, I figured that aren't Armor and Weapon kits not worth their cost, or at least very ineffective?
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Re: .10r Discussion

Post by Loki » Tue Apr 14, 2009 10:17 pm

Kurogamon wrote:I figured that aren't Armor and Weapon kits not worth their cost, or at least very ineffective?
WAT.
Give armor kits to berserkers and paladins, give weapon kits to archers and hunters.
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Re: .10r Discussion

Post by Scarlet » Tue Apr 14, 2009 10:26 pm

The armor and weapon kits are more or less only noticeably effective when a team pools their gold to one or two specific heroes for them. However, other than potions, there's nothing else to spend your gold on, so as it stand it's a "Why not?" thing. Potions are cheap; even if you keep a full stock of them at all times, you'll have plenty of gold left over, from my experience.

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Rising_Dusk
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Re: .10r Discussion

Post by Rising_Dusk » Tue Apr 14, 2009 11:54 pm

They're all quite useful spread out too. You'd be surprised how vulnerable a whole team is when you pool to one guy. The problem is usually that the one guy is a berserker, so he's invincible. I really need to fix that class.
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Re: .10r Discussion

Post by iblablaman » Wed Apr 15, 2009 7:00 am

Yes, because we know what happens when a berserker have something like 17/20/17 in armor stats, when he maxed endurance and stone skin
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Re: .10r Discussion

Post by SetaSoujirou » Wed Apr 15, 2009 1:56 pm

Rising_Dusk wrote:I consider it 70%ish. The majority is done, it's just fiddling and making the last 4 levels.
Needs Culex rawr!
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Re: .10r Discussion

Post by Rising_Dusk » Mon May 04, 2009 7:06 pm

Just going to throw this out there - 0.10r is completed, just need to wait for my internet to be solid enough to upload it. I know, it's intense, I actually finished it. I promised I would, it only took 5 days of summer break. :vela:
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Re: .10r Discussion

Post by Loki » Mon May 04, 2009 8:19 pm

Yay.
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Re: .10r Discussion

Post by Kurogamon » Tue May 05, 2009 3:37 pm

Did you see my message over in the thread about OD getting translated, about errors when you have too many players?
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