hey what you thinked about "the hobbit" the movie?
translation?I haz now implemented the talent unlearner such as made a nice post it with the next talents to code for my fridge
I'm working the best when the magic of fridge logic is happening...I never knew implementing code to a fridge was the first step in making new content for gaias, now that's creative!
Depends on how long it takes to create all the talents and how much time I can come up with during the holidays.zwielb we have a prevision of when the new version is coming?
And the Mercenary system and mercenaries. But I don't expect them to take long to create, as they are basically ... just advanced pets.Is it just the talents left?*
Looks like it, but let's see how much of the talents I can finish during the next two days.So we're potentially looking at a post christmas beta?
/discuss
Sure you can.Can we have a list of the finished talents for Crusader?![]()
Sure you can.
Heres the completed talents of the Crusader and the 2 finished of 3 talent lines of the Berserker class.
Crusader -> Virtue -> Level 1: 'Parry' Chance to reduce damage increased by 5%.
hmmm i dont understand what exactle this means.
Berserker -> Valor -> Level 4: 50% reduced mana cost of all abilities.
berserker's mana is for than enough for his two skills which require mana. isnt this ability kind of useless? or you added mana cost to more skills?
Berserker -> Fury -> Level 2: Every tick of 'Gaping Wounds' replenishes 1 mana.
same here with mana.....
The cost of berserker rage was reduced to 10, whereas the cost of heavens edge was increased to 5. 1.2 will also come with another spell that costs mana. The talent is not that useful yet, but definitely will be in 1.2 when 'Lightning Blade' becomes available.Parry is a Squire skill, it basically means it would now have, I assume, a 15% chance to block up to 125 incoming physical damage.
doubtfuls point about mana here is true, since only Zerker skills require mana. However, something we should all keep in mind is that upcoming skills will more than likely have mana costs, however only Zwieb can confirm that.
Regardless, as mana is viewed as a resource, perhaps some of the Squire skills should now have mana costs, such as Gaping Wounds, Revenge or toggling Heroic Presence which although useless now might prove tactical in later boss fights. Really all skills might work with low 1-4 mana costs but it all comes down to Zweibs opinion and testing.
I will probably nerf the Gaping Wounds proc on the Fury talents. Seems it adds way too much damage to the build. Probably like a 50% chance on crit, not a 100%. Or a flat chance to proc, not bound to crits. On my test Zerker, it proccs like shit. Other than that, the balancing looks pretty decent so far. But I think the true balance check comes with the players; all I can do now is making assumptions.
You will gain one talent point each 4 levels starting from level 30.Damn zwieb u made all 3 crusader trees so appealing its insane, just to clarify whats the max ammount of talent points available endgame?
No you can't. I replaced the whole save/load system entirely so this is not possible.If I remember right, in 1.1m, we can use our codes for gold and mana crystals? So if we load our codes, we dont get the char and we dont get the items, but we can load the gold/mana crystals we had?
Not sure if I'm right, but I'm asking just to be sure if it's right or wrong.![]()
MONK:
Martial Arts (A0AT):
1: Increases duration of 'Divine Fist' by 2 seconds
2: 'Symbol of Fury' duration increased by 15 seconds
3: Chance to score a critical hit increased by 15%
4: attacks against targets debuffed with 'Crippling Curse' ignore armor
5: 'Divine Fist' finishing attack deals splash damage in small radius.
Peace of Mind (A0AU):
1: Increases attack speed by 5%
2: evasion also affects attacks from behind
3: 'Body and Mind' chance to trigger increased by 3%
4: 5% chance on attack to debuff the target with 'Crippling Curse'
5: 'Steel Body' spell restrictions removed
Endurance (A0AV):
1: armor increased by 10%
2: Increases threat generated by 10% when 'Steel Body' is active
3: 'Stone Skin' Cooldown reduced by 50%
4: Evasion also affects physical damage caused by abilities [does not protect from debuffs or special effects].
5: immunity to critical hits
Sorcerer:
Conjuration (A0AW):
1: 'Fireball' area of effect increased by 20%
2: Cooldown of 'Frost Cage' reduced by 30%
3: Chance to score a critical hit with fire and water spells increased by 10%
4: 'Water Ball' reduces the spell haste of 'soaked' targets by 10%
5: 'Meteor Strike' summons multiple boulders, spreading the area of effect over a wide area
Invocation (A0AX):
1: Maximum Mana increased by 10%
2: Cooldown of 'Magic Missile' reduced by 25%
3: Critical hits with spells generate 50% less threat
4: Increases chance to score a critical hit with lightning or magic spells by 15%.
5: When scoring a critical hit with 'Lightning Charge', the lightning will strike one additional target nearby
Enchanting (A0AY):
1: Spell power increased by 5%
2: Replenishes 1 Mana when scoring a critical hit with spells.
3: 'Fire Shield' also increases armor of the target by 20%.
4: Increases spell haste by 10%.
5: Duration of 'Summon Water Elemental' increased by 40 seconds.
These talents are so awesomeI'm eagerly waiting for the druid trees. XD
Boring maybe, but definitely not useless - remember that meteor is a high cd spell, whereas lightning charge is spamable. I think in terms of dps, the Invocation talents are superior to Conjuration, whereas Conjuration is better in AoE dps.Definitely looking forward to seeing that new Meteor Strike. Not too fond of that extra lightning target, just seems like a boring 5th tier bonus.
Boring maybe, but definitely not useless - remember that meteor is a high cd spell, whereas lightning charge is spamable. I think in terms of dps, the Invocation talents are superior to Conjuration, whereas Conjuration is better in AoE dps.
Enchanting is kind of a utility talents, improving and adding support aspects to sorcerers.