M17 1.1.3 Bugs&Feedback

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HechtHeftig
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Okay tested it out again. It does stun the enemy. I just didn't notice before. Just forget what I said earlier.
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Anonymous:
Memelistas
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Shadow blade used to have long stuns few versions ago and used to do 50k magic damage ? The stun duration was nerfed hard and probably is around 1s - just to stop mob for a moment - might still give you enough time to react. I used it a lot with atmg assassin in Triune before the damage numbers rework, worked nicely.
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neocrescent
Cog
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billy500 wrote:
neocrescent wrote:
neocrescent wrote:
Scalewinged wrote:Just check plugy.ini in M17 mod folder. it must contain that:

[GENERAL]
ActivePlugin=1
ActiveLogFile=0
DllToLoad=MXL.dll
DllToLoad2=
ActiveCommands=0
ActiveCheckMemory=0

ok, ill do that later. thank you.

everything is ok now, using d2se. i dont see those errors anymore :D

If you downloaded the d2se package from https://get.median-xl.com/d2se.zip it should automatically have that line included. Not to be confused with https://www.median-xl.com/d2se.zip which is for XVI.

thanks for the reply. i downloaded it yesterday and its working now, no more errors.
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Crash
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Reworked Speed Cycle numbers don't really make sense.

Small cycle - up to 3%
Medium - up to 6%
Grand - up to 10%

Doesn't really make sense that you can get two small cycles to equalize a medium and 3 to nearly equalize a perfect grand charm since small speeds are easier to get max roll on and more frequent it seems.

It used to be (before rework/nerf) that inventory spaces became more valuable as the charm increased, so with 3 perfect small charms, I think you could get 18% (used to be 6% max if I recall), yet a grand could go for 25%, making your three spaces more valuable.

If that theory is correct and you wanna uphold it, small cycles should go to 2, medium 5, grand 10. Or rather 3, 8, 20 (though thats a bit too similar to what it was I guess)
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HechtHeftig
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Anonymous: wrote:Shadow blade used to have long stuns few versions ago and used to do 50k magic damage ? The stun duration was nerfed hard and probably is around 1s - just to stop mob for a moment - might still give you enough time to react. I used it a lot with atmg assassin in Triune before the damage numbers rework, worked nicely.


Yeah I have a throwing knife with that proc. It has decent damage as well. It‘s nice that many mobs are stunned. Especially that permastun from the 4th skill in the throwing tree is nice since it hits so often.

But it‘s okay for assa since she‘s so squishy
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Anonymous:
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Old docs said that small ones used to be 1-4, medium 1-10 and grand ones 1-25.

Wana do the math of the chance to get 3 x perfect small cycles vs 1 perfect medium/grand one ? (If values go from 1 to x, all chances are equal - might need clarification from mod makers on this one)
Then it goes like this.
For 3 perfect small ones you get chances equal to 1/3 * 1/3 * 1/3 = 1/27 (indipendent events in a row)
For 1 perfect medium one you get chances equal 1/6
For 1 perfect grand one you get chances equal 1/10

(if values go from 0 to x)
Then it goes like this
For 3 perfect small ones you get chances equal to 1/4 * 1/4 * 1/4 = 1/64 (indipendent events in a row)
For 1 perfect medium one you get chances equal 1/7
For 1 perfect grand one you get chances equal 1/11
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freeman20
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There is a bug with yshari sanctum i have. When i didn't kill mephisto and andariel - it crashes when i kills diablo
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Crash
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I'm not arguing the actual rates. In practicality, getting a 3% small cycle occurs far more often than a 10% grand simple because of the variability in each's pool.

It just seems like inventory spaces are far less valuable for speed cycles in terms of their rolls now than previously.

In the past, 3 perfect small gave you 12% speed (ty for clarification on the rolls btw). One perfect grand that took up the same three inventory spaces gave more than double the amount at 25%. In current state, it's a comparison of 9% vs 10%, not to mention a medium cycle is the exact same as having two small cycles at 6%.

I think it just needs some tweaking on the variability in each type's roll. Make it so the grand ones are more valuable in inventory space.
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billy500
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Wolves get caught on stuff and disappear from distance. Similar to skeletons in the unmodded Diablo II?
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Crash
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Catechumen
Catechumen
Aerin Shield (4)

Defense: (188 - 198) to (368 - 389)
Chance to Block: 2%
(Paladin Only)
Required Level: 7
Required Strength: 25
Item Level: 10
5% Chance to cast level 6 Flamefront on Melee Attack
Adds (4 to 7)-(8 to 13) Damage
+(19 to 30)% Damage to Undead
+(61 to 70)% Enhanced Defense
Fire Resist +(11 to 20)%
Lightning Resist +(11 to 20)%
Cold Resist +(11 to 20)%
Poison Resist +(11 to 20)%
+20 Life on Melee Attack
2% Reanimate as: Random Monster
Socketed (2)
Defense: (573 - 600) to (1027 - 1076)
Chance to Block: 2%
(Paladin Only)
Required Level: 25
Required Strength: 50
Item Level: 31
9% Chance to cast level 18 Flamefront on Melee Attack
Adds (9 to 12)-(18 to 23) Damage
+(43 to 54)% Damage to Undead
+(91 to 100)% Enhanced Defense
Fire Resist +(21 to 30)%
Lightning Resist +(21 to 30)%
Cold Resist +(21 to 30)%
Poison Resist +(21 to 30)%
+40 Life on Melee Attack
3% Reanimate as: Random Monster
Socketed (2)
Defense: (1341 - 1396) to (2362 - 2458)
Chance to Block: 2%
(Paladin Only)
Required Level: 42
Required Strength: 175
Item Level: 51
13% Chance to cast level 30 Flamefront on Melee Attack
Adds (14 to 17)-(28 to 33) Damage
+(67 to 78)% Damage to Undead
+(121 to 130)% Enhanced Defense
Fire Resist +(31 to 40)%
Lightning Resist +(31 to 40)%
Cold Resist +(31 to 40)%
Poison Resist +(31 to 40)%
+60 Life on Melee Attack
4% Reanimate as: Random Monster
Socketed (3)
Defense: (1985 - 2060) to (3489 - 3620)
Chance to Block: 2%
(Paladin Only)
Required Level: 51
Required Strength: 350
Item Level: 77
15% Chance to cast level 36 Flamefront on Melee Attack
Adds (17 to 19)-(33 to 38) Damage
+(79 to 90)% Damage to Undead
+(141 to 150)% Enhanced Defense
Fire Resist +(41 to 50)%
Lightning Resist +(41 to 50)%
Cold Resist +(41 to 50)%
Poison Resist +(41 to 50)%
+80 Life on Melee Attack
5% Reanimate as: Random Monster
Socketed (4)


Just had it as a TU5 with lvl 21 requirement, figured I'd up it to TU6 since the level felt low, and it immediately jumped to lvl 51.