Hmm, in a team where you use a high heal enchantment you definetly nerf the xp.blaah wrote: btw, iirc ele enchant nuke will give you ele xp, same for affs. heal does not.
Production: New things in test
Re: Production: New things in test
Trini - Darkmoor Rangers
Re: Production: New things in test
hmm... you are probably right. i have only q180/q50 hp/stam dbl heal in my amp... lucky me for choosing low q heal, never got heal nerf from enchant lol.thlau wrote:Hmm, in a team where you use a high heal enchantment you definetly nerf the xp.
Re: Production: New things in test
Something that needs to be sorted is the Damge of time spells on Jugula's, they last forever (untill you use invul or die) and having 70% on jewels dosnt effect the amount of damage they do. Sort it out, compare Jugula's DoT with kirosta who hit for 18dmg and wear out after 20ish seconds its just stupid.
Costs people endless DP.
Costs people endless DP.
Yaffle - On another 'break'
Re: Production: New things in test
It will act as if you used a level 225 skill not 210. I found this quite annoying a few months back leveling up elemental magic and nerfing my experience when i used a double 250 nuke enchantment off my amps and was level 239 elemental magic... I ended up writing a ticket about it and talking to a CSR about it, cant remember the exact name of the CSR thou. But the final response i received was it was working how it was suppose to and that it was a way to prevent power leveling with enchantments. Asked him why the enchantment wasnt based off the level i receive the spell instead of the level of the spell and he couldnt come up with a reasonable answeryrd250 wrote:for example you are 210 da 250 ele
if you use your da 225er spell and entchant 250er ele spell your 250er off mage lvl nerfs the xp
but
if you are using your 225er da spell and entchant 225er ele you get full lvl 210 da xp as i know
Biskibis
Re: Production: New things in test
The 18 dmg kirosta DoT is just a silly side effect really, there's an initial poison damage equal to their normal melee attack.kyesmith wrote:Something that needs to be sorted is the Damge of time spells on Jugula's, they last forever (untill you use invul or die) and having 70% on jewels dosnt effect the amount of damage they do. Sort it out, compare Jugula's DoT with kirosta who hit for 18dmg and wear out after 20ish seconds its just stupid.
But yes, jugula DoT should wear out either after a certain time, or when the jugula leaves combat. Currently jewels don't protect against either the jugula DoT or the ocyx' fire attack, so would be nice if they'd both be fixed at once.
Re: Production: New things in test
if ppl start to think Jugula special as sickness/poison, then it would make all sense.... Leave jugulas alone. if the special is changed, they would be just another mob.. atys is full of those already.sidusar wrote:But yes, jugula DoT should wear out either after a certain time, or when the jugula leaves combat. Currently jewels don't protect against either the jugula DoT or the ocyx' fire attack, so would be nice if they'd both be fixed at once.
Re: Production: New things in test
riveit wrote:Nice improvements! I love most of them.
I have one concern about
I like being safe from misclicking on the herbivores mobbing around me while I dig. Currently holding a pick keeps you safe from those accidents while digging.
didnt read the rest of the post, but had to make this clear...
I Second (or bajillionth?) that! don't make this change PLEASE! its nice bieng safe from accidently punching bodocs in PR when all i'm trying to do is get to a source with 200 herbies sniffing it. especially social herbies with insane HP?
please don't (most of the rest sounds ok to me)
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Nightblade
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Nightblade
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Re: Production: New things in test
Nuh-uh, if it's sickness/poison it would also continue going even after the jugula is killed. It doesn't, and I don't think changing that would make many players happy.blaah wrote:if ppl start to think Jugula special as sickness/poison, then it would make all sense.... Leave jugulas alone. if the special is changed, they would be just another mob.. atys is full of those already.
But "they would be just another mob" is indeed an argument I'm very sensitive to, so I'll agree with leaving them alone.
Anyways, with the herbie-punching made optional, these changes are all very welcome.
Re: Production: New things in test
Not suggesting that jugs DoT is nerfed, when they leave combat their DoT stops, makes sence really imo...
Yaffle - On another 'break'