XVI - Bugs & Feedback

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suchbalance
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It's an extra layer of protection. I don't get the complaints, of course it does less damage than another skill which has no defensive component?

And saying that the problem with the skill is, and I paraphrase, "it does not make you invulnerable late game" tells me that you have the wrong expectations.
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archon256
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Well first of all even if it made you 100% invulnerable while attacking you could still die pretty easily because there's some travel time involved when moving from one mob to another in high ranged-monster density places like Fauztinville. But that wasn't what I'm asking for.

My point is that Backstab has been designed to drastically reduce its invulnerability duration as you level, apparently because there are some certain items that allow a sin to morph into Superbeast late game. But by balancing it around that state every sin that doesn't use those items is being heavily penalized for it. It'd be like reducing Perfect Being's avoid by 50% as you level and then adding the remaining avoid to 2-3 SUs.

If there's no other way to balance it for technical reasons, then so be it. But if it would be possible to make the invulnerability duration conditional on whether you're morphed or not I don't see why you wouldn't.
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sergey9908
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[spoil=Alchemy]Perfect Emerald + Scroll of Town Portal:
Elixir of Greater Experience: +300% to Experience Gained
Duration: 30 seconds.[/spoil]

where 45%? :-o

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Dude Love
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do you have something that reduces MF equipped?
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sergey9908
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Dude Love wrote:do you have something that reduces MF equipped?

Now terror assassin, and then add the following demolition rune lum
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Quirinus
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capped at 2^8-1 confirmed
too lazy to investigate if it's really capped

edit: sb said it's capped at 255%
"but if it's simple it's not that hard" - Quirinus 2017
"small things like this are not a big deal" - Quirinus 2017
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Rishab
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sergey9908 wrote:
► Alchemy


where 45%? :-o

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Marco
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it's a display glitch, stats don't have a cap on players (they do have caps on items though).
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archon256
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Could you reduce the graphics of Plague Avatar? It's kinda silly how much of the screen is obscured by it.
Suggestions:
- Make the green plague angel only appear at the start of the skill, then quickly fade away
- Make each cast of the skill spawn fewer green clouds
- Make each cloud more transparent
Preferably all of the above.
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aerial
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I remember there used to be median version circling around, that had modded skill sprite effects (mostly entirely disabled or greatly reduced). Rest wasn't changed, just that. People made it to actually see whats going on on screen and see the enemies :)
Plague avatar being no cooldown ability, on a potentially very fast casting staff druid does cause regular overflows, experienced that too.