Quote from mrdorkus
Sorry, I wanted some clarification
20% if the item's base max damage..Does this mean that yes, it is a permanent buff and the cap is 20% of base max damage, meaning a Bastard Sword (6-15) can be a max of 6-18 damage? Any additional Shrine effect will do nothing?
Quote from Ahli
Quote from mrdorkus
The shrine that gives maximum damage +1 is permanent, I'm not sure if you did this intentionally or not (as it wasn't permanent in the original game, just an until you quit). If you did make it intentional, have it so that a weapon max damage has a cap/limit. If so, can you let me know what the cap/limit is?
Additional shrine effects will have no effect. It's meant as a base to improve your weapon by a small amount. I want to add further improvement possibilities later. Maybe I will add rare oils that improve the weapon's max damage to higher levels.
Quote from Ahli
Quote from mrdorkus
The stuff sold from Wirt is based on your character level but is this system similar to D2, where it's a range around your character's level? (if my character is high enough level, I won't spawn lower end affixes right)?
Yes. Gambling is meant to be a gold sink, but you will be able to get close to the best items possible, atm.
You have to consider that every item has a sell value, too.
Quote from Ahli
Quote from mrdorkus
BUG: My level 16 Healing spell heals 9-19, it healed a lot more before level 16.
This is my formula:
heal amount = CBH*(R(4)+itt(baseVIT,R(2)+1)+itt(SLVL,R(2)+1)+1)
You need some more knowledge:
itt(a,f(x)) = sum of a times f(x)
R(x) = Random 0 to x-1
CBH = 1 Warrior, 0.5 Rogue, 0.25 Sorcerer
baseVIT = vitality of the naked hero
SLVL = spell level
Calculations:
Example: CBH = 1, baseVIT = 65, slvl 8
min: 0+itt(65,1)+itt(8,1)+1 = 65 + 8 + 1 = 74
max: 3+itt(65,2)+itt(8,2)+1 = 3 + 130 + 16 + 1 = 146
Due to the iteration of random values the final healing amount is more likely to be in the middle of min and max.
So, +1 spell level should increase the healed amount of the Warrior by 1 to 2.
Screenshot with opened character screen and mouse hovering over heal spell to display the tooltip will be enough, if you think something is wrong in the calculations.
Quote from Ahli
On what items does Angel and Arch-angel prefixes spawn on? (I ask only because the affixes that you have in this game spawn differently on items than in original D1)
Quote from Ahli
My level 14 Lightning seems to have quite a low damage (9 - 36), is this intended?
Lightning CtH formula: 40 + (mag/5) + slvl
Lightning can hit multiple times, lightning can hit multiple monsters.
With correct usage, it's very powerful.
Chain Lightning deals the same damage, has lower CtH and higher mana cost.
But Chain Lightning turns a few times, so it can hit enemies that are not in a line and sometimes it flies through most of them multiple times before it flies straight.
If you can get high levels of Chain lightning, the CtH improves by a lot and might become stronger than Lightning's CtH.
Quote from Ahli
My level 15 Inferno also seems a bit low in damage (7 - 64), is this intended?
Inferno CtH: 35 + clvl/4 + slvl*2 + mag/10
Inferno is some sort of problem spell as it doesn't fill a good role. I've experimented with casting and running over it to let other monsters run over it.
I've a hard time to cast inferno through doors. I've made the wall search area a little bit smaller within the last update, but I might decrease it again.
I might change it to hit more often in the area directly in front of the caster, if I keep disliking it.
Quote from Ahli
My level 13 Fire Wall has extremely low damage (5 - 11), is this intended?
Fire Wall CtH: 35+4*slvl
Flame amount: 11
Each flame tries to hit 11 times. Flames stack.
Fire Wall just looks not worth it, but it can hit a lot of times with small hits and it can hit multiple enemies. Make the enemy run over the full distance to maximize damage output.
Quote from shayoko
well i dident mean monsters shouldent regen just its very hard to make a good system for it.
1.some maps the boss will fully heal if no players are in a certain area (his room or the entire lvl 2 for example)
2. some just have really fast regen
3. and some are slow slow its almost point less to have even at long distance travel they wouldent heal a significant amount to stop you.
What i meant was adding a opinion to have or not have regen on monsters in my opinion would be a waste of time compared to doing more interesting things or even bug fixes
ps.fixed spelling on last post sorry for spelling and things i could end up saying(typing) that may be considered rude
1.some maps the boss will fully heal if no players are in a certain area (his room or the entire lvl 2 for example)
2. some just have really fast regen
3. and some are slow slow its almost point less to have even at long distance travel they wouldent heal a significant amount to stop you.
What i meant was adding a opinion to have or not have regen on monsters in my opinion would be a waste of time compared to doing more interesting things or even bug fixes
ps.fixed spelling on last post sorry for spelling and things i could end up saying(typing) that may be considered rude
The first big regeneration you encounter is the Butcher with 0.6 Life/s, if not attacked.
@ CORBO
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