M2017 Bugs&Feedback

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Zennith
Grubber
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I agree, a MO reset would be a nice feature, especially for those little level requirement mistakes. However, I believe this has been brought up multiple times in the past and I BELIEVE the dev's mentioned this would actually be a lot harder to implement than expected because I BELIEVE they said they would practically have to re-create every item in the game to allow this to function as intended. Maybe with Sigma with the engine Re-work, but I'm not sure if we'll ever see a MO reset item.
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Crash
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eet wrote:
L H wrote:Belladonna Elixirs are not rare. The idea behind SUs is that you shouldn't be able to reroll them as you wish. People would abuse that quickly. You can use Enchanting Crystals to reroll an SU once but that doesn't guarantee you get the same SU out of it. Might end up with an SSU that you don't want.


Resetting MO's is way weaker than a reroll. You would not get new stats, you could just replace the MOs you had previously. I am not aware if the engine allows this, but at least it allows to replace the MOs on an RW.


Because making a runeword is read as creating a new item. If you apply mo's after the runeword, then U socket, you're basically destroying the item then remaking it with new stats too, which is more or less what the EC does to an SU, but not with the guarantee that you get the same item. If you put the mo's on before the RW creation, they will remain even if you U socket since they become a part of the base item.

All in all, I think it would just lead to abuse. People farm so much that the recipe would eventually become fairly cheap, and the player would just adjust his gear for what he wanted:

Example: "I want to farm triune but need more cold resist"

Takes fire resist away and adds cold resist and becomes way more resistant to dying.

Pretty basic example, but it makes the point
Janrik
Stone Warrior
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Hey. Alittle feedback:
After i got it install right, i hav'nt run in to any trouble shoot,error message ,ect. Hav'nt play sin war much, but work fin , no lag no kick off, like other patch. :thumb:
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villur
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Now that we have damage cap removed and damage reworked can some poison passives be reworked which seemed to be band-aid solutions because poison was the most effective way to deal damage when you reached the damage cap. Lets look at some examples.

Plague for a HOLY paladin: doesn't fit thematically at all, it feels it should belong to the unholy melee part. What kind of holy paladin would meddle with foul magic? Just look at what happened to Arthas :D. Would be cool to have it added fire or magic damage with a % of deadly strike or CB.

Curare for amazon: thematic can be argued, but since its mainly only used by pouncezons it seems weird how a pounce can spread some AoE dot. It also makes uber farming a bit tedious since the idea is to spread around the poison as much as possible and move on leaving monsters to die behind you. I mean now that we have the dropfilter with drop announcements its "fine" but again the idea of a pounce should be a powerful jump/smash skill dealing physical damage, not for spreading poison. My Idea of it would be to change it to be a passive which affects bow java and spear depending on the devotion.

The paladin one grinds my gears the most. I wanna try to make holy melee work next patch, but im just so tired of using and scaling poison damage.
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Crash
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plague for paladin = god's biblical plagues that cleansed the world = holy lore

Edit: Storm Crows receives one knife per 3 base levels. Maybe its some mechanic that it requires one hard point before the "every 3" concept kicks in, but I didn't get my additional knife til 4/7/10 hard points instead of 3/6/9. Intended?

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Fumbles
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Enhanced defense orbs could use a boost to compensate for the 5 orb limit on gear. A loss of ~2k defense on body armor is very noticeable.
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Crash
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I thought procs use baselevel of the skill as if it had hard points in the skill? If thats the case, Rapture on
The Celestial Crown
The Celestial Crown
Circlet (4)

Defense: 22 to 47
Required Level: 4
Required Dexterity: 14
Item Level: 1
+30 Spell Focus
+(7 to 12)% to Cold Spell Damage
-(2 to 3)% to Enemy Cold Resistance
+(11 to 20) to Energy
Cold Resist +30%
Socketed (1)
Defense: 61 to 113
Required Level: 22
Required Dexterity: 29
Item Level: 31
+60 Spell Focus
+(15 to 20)% to Cold Spell Damage
-(5 to 6)% to Enemy Cold Resistance
+(21 to 30) to Energy
Cold Resist +60%
Socketed (2)
Defense: 126 to 225
Required Level: 39
Required Dexterity: 69
Item Level: 51
+90 Spell Focus
+(23 to 28)% to Cold Spell Damage
-(7 to 10)% to Enemy Cold Resistance
+(31 to 40) to Energy
Cold Resist +90%
Socketed (3)
Defense: 173 to 304
Required Level: 48
Required Dexterity: 147
Item Level: 77
+120 Spell Focus
+(31 to 36)% to Cold Spell Damage
-(11 to 13)% to Enemy Cold Resistance
+(41 to 50) to Energy
Cold Resist +120%
Socketed (4)
is wrong and only lasts 20 seconds as if it had 1 hard point. If that's the way it's supposed to work and I understood wrong all this time, then I apologize.
jollestroger
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L H wrote:I thought procs use baselevel of the skill as if it had hard points in the skill? If thats the case, Rapture on
The Celestial Crown
The Celestial Crown
Circlet (4)

Defense: 22 to 47
Required Level: 4
Required Dexterity: 14
Item Level: 1
+30 Spell Focus
+(7 to 12)% to Cold Spell Damage
-(2 to 3)% to Enemy Cold Resistance
+(11 to 20) to Energy
Cold Resist +30%
Socketed (1)
Defense: 61 to 113
Required Level: 22
Required Dexterity: 29
Item Level: 31
+60 Spell Focus
+(15 to 20)% to Cold Spell Damage
-(5 to 6)% to Enemy Cold Resistance
+(21 to 30) to Energy
Cold Resist +60%
Socketed (2)
Defense: 126 to 225
Required Level: 39
Required Dexterity: 69
Item Level: 51
+90 Spell Focus
+(23 to 28)% to Cold Spell Damage
-(7 to 10)% to Enemy Cold Resistance
+(31 to 40) to Energy
Cold Resist +90%
Socketed (3)
Defense: 173 to 304
Required Level: 48
Required Dexterity: 147
Item Level: 77
+120 Spell Focus
+(31 to 36)% to Cold Spell Damage
-(11 to 13)% to Enemy Cold Resistance
+(41 to 50) to Energy
Cold Resist +120%
Socketed (4)
is wrong and only lasts 20 seconds as if it had 1 hard point. If that's the way it's supposed to work and I understood wrong all this time, then I apologize.


I got answered from suchbalance from "short question thread a while ago that trigger skills is calculated as soft points.
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mahitovec
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Btw droprates in TA should be lowered by ALOT. It drops better SU/set wise than dunc, which is kinda absurd.
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RequiemLux
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mahitovec wrote:Btw droprates in TA should be lowered by ALOT. It drops better SU/set wise than dunc, which is kinda absurd.


Imho not lowered by ALOT, just by a fair amount but with the introduction of a drop bias or, if it's already in place, the strengthening of the current one.

Edit: I've not thumbed you down