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Some questions, and some bugs I have found. 
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So, yeah. Here's how it works. You can equip anything, but you receive a skill global cooldown penalty, a casting speed penalty, and a run speed penalty. The more armor you equip, the worse the penalty gets. It is really noticeable if you're a cloth class equipping plate armor. Your spells cast super slow :)

This is a system I came up with to make the gameplay more flexible while having more equipment options.

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Mon Jul 29, 2013 8:10 pm
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The Artificer

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itemization is awesome so far. one question:

i have an item with +2% attack speed on it. how are the calculations done on that? is there rounding in the calculations? if there is rounding, is a +2% increase even going to change anything?


Tue Jul 30, 2013 6:03 am
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Are you planning to put a use to items we can't use on the respective character further on? I just found an awesome dagger on my shaman, but I can't equip it either way. :p


Tue Jul 30, 2013 7:39 am
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Casting the shaman buff "Call of the Ancients", I get 2 skill points in Abjuration per cast.


Tue Jul 30, 2013 8:08 am
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A cross-character bank is planned in the short term. Maybe next week? The 2% haste reduces the weapon's delay by 2%. In fact I'll probably increase that to a minimum of 5%. The delay is rounded to the nearest millisecond, so whatever is displayed is accurate.

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Tue Jul 30, 2013 9:57 am
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I just checked. I thought it was already limited to a minimum of 5%. I'll have to do some testing to make sure that's working properly. It's a weapon, right?

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Tue Jul 30, 2013 10:33 am
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pharmakos wrote:
itemization is awesome so far. one question:

i have an item with +2% attack speed on it. how are the calculations done on that? is there rounding in the calculations? if there is rounding, is a +2% increase even going to change anything?


I just tested a bit. Couldn't get an item below 5% increased attack speed, but I'll keep my eye on it. Are you sure it's not haste? Haste can be 2%, but that's a totally separate stat. Haste affects auto attack and even your skill damage. It's very powerful. Increased attack speed is only found on weapons.

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Tue Jul 30, 2013 10:58 am
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Drete wrote:
Casting the shaman buff "Call of the Ancients", I get 2 skill points in Abjuration per cast.


Fixed on test. Enjoy your double leveling in the meantime ;)

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Tue Jul 30, 2013 11:00 am
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Trying this evening to play on my touchbook (Windows 8), I realized that 1366x768 resolution isn't enough - I can't see the bottom line buttons (pull monster, run, attack) and a lot of the bottom text (like the MOTD at char select) gets lost.. Unless I scroll down, in which case I can't see the HP bars of me and the monsters instead!

The easiest remedy that I can think of for this would be to move the HP bars down the main window instead, and have the player manually scroll down.

And no, it doesn't work in browser full screen mode either. :(


Tue Jul 30, 2013 9:18 pm
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I might revisit this in the future. I decided on 1280 x 800 resolution but I have been rethinking that as of late. I've gotten it to run pretty well on an iPad. in the future i might come up with a solution for tablets.

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Tue Jul 30, 2013 10:03 pm
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Maelfyn wrote:
The delay is rounded to the nearest millisecond


excellent :)

my shadow knight tears up now, between actually having and the Lifetap spell i just got at level 11 or 12

having a blast, keep up the good work maelfyn :) thanks

edit --- errr didn't read on to the next page

Maelfyn wrote:
pharmakos wrote:
itemization is awesome so far. one question:

i have an item with +2% attack speed on it. how are the calculations done on that? is there rounding in the calculations? if there is rounding, is a +2% increase even going to change anything?


I just tested a bit. Couldn't get an item below 5% increased attack speed, but I'll keep my eye on it. Are you sure it's not haste? Haste can be 2%, but that's a totally separate stat. Haste affects auto attack and even your skill damage. It's very powerful. Increased attack speed is only found on weapons.


the stat is on Gauntlets

Summoner's Cobalt Gauntlets of Alacrity

Plate Armor
+11 Armor

+1 Conjuration
Faster Attack Speed +2%


i got them in either BlackBurrow or Qeynos Hills. can't remember which.


Thu Aug 01, 2013 5:40 am
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still fighting in blackburrow, running into a bug where sometimes mobs will quit attacking for the duration of a fight. seems to happen most often on "a gnoll tactician," but it has happened on other gnolls (such as "a burly gnoll").


Thu Aug 01, 2013 6:33 am
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Thanks for the info. That bug that makes them stop attacking... Maybe it only happens with a pet? Sounds like I have some homework. Glad you are enjoying it! I know I have fun hunting items when I have time to play. And uniques will be done soon. Rubicite breastplate anyone?

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Thu Aug 01, 2013 10:13 am
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I just double checked. Faster Attack Speed is haste, so that's 2% haste, which is great for a low level item. Try checking the tooltip's damage before and after you equip it. You should see a difference.

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Thu Aug 01, 2013 10:47 am
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Level 1 Skeleton dropped on first kill:

Plague Hand Lamellar Gauntlets
Chain armor +9

1 Defence
1 Abjuration
2 Resist Magic
2 Thorn Damage :P


Fri Aug 02, 2013 12:58 am
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Nice! What class are you? Either way, that's a great drop. Even if you're a caster, armor penalties might not be that important in the early game.

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Fri Aug 02, 2013 1:25 am
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Just want to say that I just coded the glowing black stone and the pearl kedge totem :D

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Fri Aug 02, 2013 1:33 am
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I had remade my Necro again with all the updates. I had a 42 necro again that I deleted, because I wanted to see all the gear up to 50 :D does the GBS drop in any zone or Qeynos, or Blackburrow? How are the unique's put in the game?


Fri Aug 02, 2013 7:23 pm
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The GBS will be in the game on ... Saturday. Probably. I considered making uniques mob-specific, like in EQ, but I decided against it since this game has no real concept of location or placeholders or anything like that. Mobs are random at this time, so I went with a random loot system more along the lines of Diablo 2. Of course, this could change later once a world map gets implemented.

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Fri Aug 02, 2013 7:59 pm
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couple questions. is it possible to change the mob range into a 5 level range. I see that if a monster is grey you get no exp, which is understandable, but I think it would be best to make it so that monsters will not spawn if they are grey to you, though I understand that, if your in a 1-15 zone, that 1's are still going to spawn, but when your chain killing grays are just a waist of mana, because you can insta kill them with a nuke on a caster.

I understand the random part of the game. It would be nice if "Ultra Unique items like the GBS, and the PKT and other everquest related items were zone specific, making them drop of the Hard mode creatures I think you talked about at one time. Again those mobs are random, and would make it like eq where you have to camp the zone, and hope that the mob drops, because drop rates were crazy in eq, things didn't always drop the first, fifth or even 20th time. Just idea's, not saying I don't understand why you have it random now.


Fri Aug 02, 2013 8:08 pm
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Cords wrote:
couple questions. is it possible to change the mob range into a 5 level range. I see that if a monster is grey you get no exp, which is understandable, but I think it would be best to make it so that monsters will not spawn if they are grey to you, though I understand that, if your in a 1-15 zone, that 1's are still going to spawn, but when your chain killing grays are just a waist of mana, because you can insta kill them with a nuke on a caster.


I think it would be a good idea to filter out greys automatically. Nobody in their right mind would fight a grey unless there was a specific reason. I can't think of any good reasons. Expect it patched soon.

Cords wrote:
I understand the random part of the game. It would be nice if "Ultra Unique items like the GBS, and the PKT and other everquest related items were zone specific, making them drop of the Hard mode creatures I think you talked about at one time. Again those mobs are random, and would make it like eq where you have to camp the zone, and hope that the mob drops, because drop rates were crazy in eq, things didn't always drop the first, fifth or even 20th time. Just idea's, not saying I don't understand why you have it random now.


Trust me, it was not a decision I took lightly. I liked that specific mobs had certain loot in old EQ. I think it added a lot to the item's mystique. GBS, SSoY, and rubicite breastplate are good examples. But, given the current limitations of the game, I think that would be very frustrating because you have little to no control over what you are actually camping aside from what zone you are in. So it would end up with people repeatedly hitting battle over and over and over trying to find a specific mob. That doesn't sound like fun to me.

With this design people can be less concerned about which mob they are fighting and just focus on the mob's level and winning the battle, possibly for multiple chains to assist their exp and magic find odds. So I placed an emphasis on efficiency in battle in order to reward the player. Once I release uniques this weekend, give it a shot and let me know how you feel about it. I think it'll work pretty well.

Even after I implement a 2D overworld map system, I doubt I will change how this works.

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Fri Aug 02, 2013 8:40 pm
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Right on, I know that this is not a massive server owned by sony that you can do anything you want with. That you have web based limitations, Was more of a wonder if it was possible. As long as I'm able to get a SBS at level 10 20 or even 50 I'm down with that. I play this strongly, so It will not slow me down as long as I know I can get the uber int lootz :D Mana stone? lol thats the question, if you could put it in game, how would you make it work? Since its a clicky. Loving what your doing, don't stop :D


Fri Aug 02, 2013 8:57 pm
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You said I should be able to download the game so I can load it off line right? Want to play this on a computer of mine that has no Internet options.


Side note just tried it for the first time on Explorer, and think it looks better on there for some reason. I am starting all my characters new on There :D


Fri Aug 02, 2013 8:59 pm
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should my SK be able to equip this dagger he just got?

Hailstone Prod Poignard

Piercing
Damage: 3 Delay: 24

+5% Increased Attack Speed
+2 Wisdom
+1 Conjuration
+2 Resist Poison
+1 Magic Damage


i was excited to finally have a decent one hander to go with this shield i've been holding onto... was bummed when i couldn't equip it =p


Fri Aug 02, 2013 10:58 pm
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heh just got an even better one handed mace right after i posted that, so no big deal about the dagger =p

also, though, despite the patch note about it... "a gnoll tactician" still quits attacking a short ways into the fight. haven't noticed that problem happening on any other mobs today, though.

edit -- two mobs in a row in beholder's maze just did the same thing. first "a gorge minotaur" then "a muddite elder." i did clear my cache right before loading the game, so.

edit 2 -- 5 out of 6 mobs so far in beholder's maze have had that bug. its making these fights pretty trivial. ;)


Fri Aug 02, 2013 11:03 pm
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