Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 37 38 39 40 4154 >
 

Apr 12 2013, 2:33 pm Ahli Post #761

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Thanks for the screenshots. Yes, these 2 things are indeed bugs.

The healing mana cost formula might have problems then. I will check it. It is true that the mana costs raises.

Quote from SeraphicStar
The third thing I wanted to talk about was that "new effect" that you said could be on some items. I was just curious if you could give us a hint as to what it implies?
Extra gold from monsters.

Quote from muzzy
great update, i'm seeing a huge improvement in drop ratings of the gems! i love it! is there a chance you can improve the spawn rates of the monsters?
What do you think should be improved? Less/more with how many players?




Apr 12 2013, 6:14 pm SeraphicStar Post #762

A Taste of Divine Crystalline Goodness

Quote from Ahli
Thanks for the screenshots. Yes, these 2 things are indeed bugs.

The healing mana cost formula might have problems then. I will check it. It is true that the mana costs raises.
Ah I see. Thanks for the info! ^_^

Quote from Ahli
Extra gold from monsters.

Oh I see, I kinda figured thats what it was but thanks for clarification. :D
Quote from Ahli
Quote from muzzy
great update, i'm seeing a huge improvement in drop ratings of the gems! i love it! is there a chance you can improve the spawn rates of the monsters?
What do you think should be improved? Less/more with how many players?

Actually I would think possibly for respawns of monster packs (if this is how it works) should be based on the number of players in the game. I would say maybe adding one more monster spawn to the map per number of players? Possibly 2 depending on what area it is. As in the Catacombs maybe only needs 1 additional monster per player considering how crowded it can get already. However possibly in the caves, it could be 2 more instead due to larger open areas? Just a few ideas is all, perhaps muzzy has a different approach. ^^



None.

Apr 13 2013, 3:10 pm Ahli Post #763

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Healing spell's mana costs are:
max( 8 + 2 * character level - 3 * spell level , spell level)

I will alter it to:
max( 9 + 1 * character level - 3 * spell level , spell level)
because I raised the max charcter level from 51 to 76.


I made the dungeon loading in multiplayer games more secure with the monster positions. I hope that fixes the problem with the monsters hopping over walls.
Monsters can only hop over walls, when they were forced to be into a wall... I assume that the problem started with a monster moving slightly before it then was on a place where a wall was created. When a unit manages to get into a wall, it can move to the other side. So, I hope that won't happen again now.


Spells on items now have a multiplier of 1. This means that the base item's price is used for your spells. Overall the costs for all staffs increases due to this change.


Updated to version 0.404 on all servers.

Post has been edited 1 time(s), last time on Apr 13 2013, 3:25 pm by Ahli.




Apr 13 2013, 11:44 pm muzzy Post #764



After clearing all monsters in cave 4, I find myself having to walk around a lot just to fight one monster. I do agree that the spawn rate should increase by 2 for caves and 1 for catacombs because caves has a larger area and more monsters in that area would not affect the movement of four players in the game. I just want to level up as high as I can in cave 4. That is the reason why I want the spawn rates to increase!



None.

Apr 14 2013, 1:29 am muzzy Post #765



not sure if something's wrong with the formula for spell damage and melee damage based off magic and strength, respectively. I have been testing that +9 magic stat and +9 strength stat does not affect the damage of spells and physical damage, respectively. Only when I have +10 magic stat and +10 strength stat will I see an increase in damage. Could you fix this? or explain to me how the formula for spell and physical damage work based off magic/strength stats?



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Apr 14 2013, 1:33 am muzzy Post #766



PS. thank you for the vision increase. helps a lot because it makes the game more enjoyable lol



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Apr 14 2013, 4:15 am Ahli Post #767

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
not sure if something's wrong with the formula for spell damage and melee damage based off magic and strength, respectively. I have been testing that +9 magic stat and +9 strength stat does not affect the damage of spells and physical damage, respectively. Only when I have +10 magic stat and +10 strength stat will I see an increase in damage. Could you fix this? or explain to me how the formula for spell and physical damage work based off magic/strength stats?
Physical Weapon Damage:
hands: (1.9 *STR + 0.1 *DEX) / 20
bow: (1.1 *STR + 0.9 *DEX) / 20 + item damage * (1 + 0.001*STR + 0.004*DEX)
axe: (1.8 *STR + 0.2 *DEX) / 20 + item damage * (1 + 0.004*STR + 0.001*DEX)
staff: (1.3 *STR + 0.7 *DEX) / 20 + item damage * (1 + 0.002*STR + 0.003*DEX)
sword: (1.4 *STR + 0.6 *DEX) / 20 + item damage * (1 + 0.003*STR + 0.002*DEX)
blunt: (1.5 *STR + 0.5 *DEX) / 20 + item damage * (1 + 0.003*STR + 0.002*DEX)

Spell damage is complicated as every spell has its own damage formula. The Spell level is always good for the damage of the spell.
But magic is playing a role in most spells. Magic itself just isn't very powerful. It's useful to gain mana to cast more spells and to be able to read more books for higher spell levels.

For example, damage of firebolt:
Damage: (R(10 + slvl) + slvl/2 + mag/8 + 1) * (slvl + 9) / 10
Spell To Hit: 50 + mag/8 + 2*slvl + clvl/3
Mana costs: 6 + slvl/2

clvl = character level
slvl = spell level
mag = Magic with items and buffs

Spell To Hit's final hit percentage formula:
Hero Spell vs monster: CtH - 2*mlvl/3
Spells that are considered not hitting deal 25% of its damage (except for Warrior's auras that aren't available, yet. The auras holy shock and holy fire miss monsters and deal no damage to them at the moment.).

So, happy theory-crafting. :D

I'm not 100% sure if all formulas are correct. I've taken them out of my documents and not directly out of the map.
I might have made changes to them already. But I should better update my documentation files again.




Apr 14 2013, 8:03 am muzzy Post #768



How do i level beyond level 30? exp seems to be really slow



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Apr 14 2013, 6:16 pm Ahli Post #769

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
How do i level beyond level 30? exp seems to be really slow
Monster level of Succubus, Vortex Lord, Black Knight, Maelstorm is 24. Lava Maw is level 25.
Rare monsters with 2 affixes receive a level bonus of 4.

You stop receiving experience if you are 10 levels above the monster. The reduction per level being above the monster is linear.
=> Caves Level 4 can bring you to level 34 with normal monsters. In theory, the max level you can reach in caves is 4838.

Using shrines, you could potentially max out with character level 76, but that would take a pretty damn long time.

Post has been edited 1 time(s), last time on Apr 14 2013, 9:55 pm by Ahli.




Apr 14 2013, 9:07 pm muzzy Post #770



I am not really understanding how I can max out at level 48. I only seeing the theoretical max at 34 4 = 38. How can I max out to 48?


A glitch. I am talking as if I am other players. Even then, I still cannot hit enter and send messages until I wait or restart the game.

Attachments:
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Post has been edited 2 time(s), last time on Apr 14 2013, 10:01 pm by Ahli. Reason: merged posts



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Apr 14 2013, 10:00 pm Ahli Post #771

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
I am not really understanding how I can max out at level 48. I only seeing the theoretical max at 34+4 = 38. How can I max out to 48?
Typo. It's 38. 10 higher than highest possible monster level in that dungeon. :D

Quote from muzzy
A glitch. I am talking as if I am other players. Even then, I still cannot hit enter and send messages until I wait or restart the game.
You need to manually click on the text editing line again. You changed the focus to the background, the game, again.
The name that is written there is the chat recipient. You pressed tab and altered it. You changed the recipient to the green player. The other ones wouldn't receive that chat message.




Apr 15 2013, 11:39 pm muzzy Post #772



I met a person who is level 59. any idea on how he got that far?



None.

Apr 16 2013, 12:35 am Ahli Post #773

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
I met a person who is level 59. any idea on how he got that far?
On NA? Banks were reset there, so he couldn't benefit in char levels because of the level changes I made (-> new experience table). =/

Maybe shrine runs, maybe someone who hacked the save file.




Apr 16 2013, 7:59 pm sakuckoinvius Post #774



Hey again Ahli,

Thanks for increasing Whirlwind mana cost, greatly appreciated :)
I also love the new gem/rune drop rate.

Mean while, it allowed me to test gems into weapons for my lovely rogue. I just wanted to mention you that gemming doesn't increase selling value, I'm not fully aware if that was intended, but I think not. So far, haven't run in any other issues.

Edit: Well, I've got another issue for the last hour and half with the quest "Black mushroom". I've searched the 4 cave level without finding it anywhere. I spammed "Alt" while walking and clicking on every darker ground. Is that normal ? (I've gotten the quest from the book that I found in cave lvl 3)

Edit2: Just saying, fireball hitting a wall actually reveal otherside of the current wall. I dunno if that happen on some other spells. someone found a shrine that discover the map at the same moment...

Edit4: *screenshot* What happened to my mana on the bar... it seem kinda glitchy isn't it ? o.O

Attachments:
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Hits: 5 Size: 603.34kb

Post has been edited 4 time(s), last time on Apr 16 2013, 10:55 pm by sakuckoinvius.



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Apr 17 2013, 1:01 am Ahli Post #775

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from sakuckoinvius
Hey again Ahli,

Thanks for increasing Whirlwind mana cost, greatly appreciated :)
I also love the new gem/rune drop rate.

Mean while, it allowed me to test gems into weapons for my lovely rogue. I just wanted to mention you that gemming doesn't increase selling value, I'm not fully aware if that was intended, but I think not. So far, haven't run in any other issues.

Edit: Well, I've got another issue for the last hour and half with the quest "Black mushroom". I've searched the 4 cave level without finding it anywhere. I spammed "Alt" while walking and clicking on every darker ground. Is that normal ? (I've gotten the quest from the book that I found in cave lvl 3)

Edit2: Just saying, fireball hitting a wall actually reveal otherside of the current wall. I dunno if that happen on some other spells. someone found a shrine that discover the map at the same moment...

Edit4: *screenshot* What happened to my mana on the bar... it seem kinda glitchy isn't it ? o.O

Yeah, I forgot about raising item prices with the gem value. I will fix.

The mushroom patch is gray and can be found in the same level as the book.

Fireballs explode a little moment later than other projectiles to improve its splash damage effectiveness... seems like I need to tweak it when it can reveal things on the other wall sides.

I've no idea how you managed to have such a mana orb. :D




Apr 17 2013, 11:13 am SeraphicStar Post #776

A Taste of Divine Crystalline Goodness

Hey again Ahli, got a rather strange thing to report. Again this is another bug I would not be able to prove via a screenshot. However I seem to have noticed that the "+%Gold increased" bonus on items appears to stop working once the item turns rare. I am unsure if maybe I was not giving it enough chances to see if this was happening for sure. However I did notice when I had "Mcduck's" mod on a weapon before I made it rare that I was finding upwards of 600 max gold in cave level 4 from monsters. Then when I made it rare, all of a sudden I was only finding max of 400 gold. Secondly, I already had a ring that was supposed to be giving me an additional 53% gold drop on top of the 73% from the weapon. Keep in mind this is due to me having to play single player so I was using the other slots to help improve drop rates and this also as a side effect helped to more easily demonstrate the effects of the % gold drop mod on items. :unsure:

On a second note I was able to mostly confirm this as happening since I found a greed shrine(+25% more gold from monsters) during one of my latest runs and I was finding upwards of 500 gold due to having that active.

I really like the addition of this bonus and greatly look forward to the addition of skills for other classes by the way as well as possible difficulty and monster spawn rate increases! :D

P.S. I was wondering if it might be at all possible to include another line of data in the character sheet for "% gold drop" similar to the critical and devastation or life/mana absorb data lines. I see another possible area where you could fit this in on the character sheet if people considered this worthwhile information to have posted on your character sheet. ^^

P.P.S. Forgot to mention this earlier but it appears that since you made the Lightning Demons projectiles try to hit players 50% less often, that the spell Lightning also only hits half as often. Is this due to the fact that both the monster and the spell use the same projectile for calculating number of hits? Because it seems like this would also nerf the lightning spell a fair deal for the Sorceror(one of my favorite spells I might add). :(
I really like the change to the lightning demons projectile by the way but it would be nice if we could still keep the players use of the projectile the same as it was.

Post has been edited 1 time(s), last time on Apr 17 2013, 11:29 am by SeraphicStar.



None.

Apr 17 2013, 1:32 pm Ahli Post #777

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from SeraphicStar
Hey again Ahli, got a rather strange thing to report. Again this is another bug I would not be able to prove via a screenshot. However I seem to have noticed that the "+%Gold increased" bonus on items appears to stop working once the item turns rare. I am unsure if maybe I was not giving it enough chances to see if this was happening for sure. However I did notice when I had "Mcduck's" mod on a weapon before I made it rare that I was finding upwards of 600 max gold in cave level 4 from monsters. Then when I made it rare, all of a sudden I was only finding max of 400 gold. Secondly, I already had a ring that was supposed to be giving me an additional 53% gold drop on top of the 73% from the weapon. Keep in mind this is due to me having to play single player so I was using the other slots to help improve drop rates and this also as a side effect helped to more easily demonstrate the effects of the % gold drop mod on items. :unsure:
Thanks for the report. Gold find value was set with a wrong variable from calculations.

Quote from SeraphicStar
I really like the addition of this bonus and greatly look forward to the addition of skills for other classes by the way as well as possible difficulty and monster spawn rate increases! :D
Once I finished the skills, leveling, synergies, skill window, I will need to raise the difficulty, yes.

Quote from SeraphicStar
P.S. I was wondering if it might be at all possible to include another line of data in the character sheet for "% gold drop" similar to the critical and devastation or life/mana absorb data lines. I see another possible area where you could fit this in on the character sheet if people considered this worthwhile information to have posted on your character sheet. ^^
It's a little bit crowded already. But I might alter the window one day.
Information like regeneration aren't displayed either.

Quote from SeraphicStar
P.P.S. Forgot to mention this earlier but it appears that since you made the Lightning Demons projectiles try to hit players 50% less often, that the spell Lightning also only hits half as often. Is this due to the fact that both the monster and the spell use the same projectile for calculating number of hits? Because it seems like this would also nerf the lightning spell a fair deal for the Sorceror(one of my favorite spells I might add). :(
I really like the change to the lightning demons projectile by the way but it would be nice if we could still keep the players use of the projectile the same as it was.
Only the lighting demon's lighting was changed. I'm applying another behavior on the projectile unit which searches for enemies and attacks them.




Apr 17 2013, 4:27 pm sakuckoinvius Post #778



Quick question, how soon will the inspect the party work ? Because it's surely something intresting, but I got disapointed when I clicked, and nothing happened or it showed my own inventory.



None.

Apr 17 2013, 4:30 pm Ahli Post #779

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from sakuckoinvius
Quick question, how soon will the inspect the party work ? Because it's surely something intresting, but I got disapointed when I clicked, and nothing happened or it showed my own inventory.
Well, good to know that it still doesn't work. I can't test it on my own. I will look over the code now.

edit:
Ok, I found a problem. I wasn't pulling the player number from a player group that doesn't contain the dialog's owner.

Post has been edited 1 time(s), last time on Apr 17 2013, 4:40 pm by Ahli.




Apr 18 2013, 8:41 am SeraphicStar Post #780

A Taste of Divine Crystalline Goodness

Hey, got a few more things to report for ya Ahli. :|

First off is it seems like the shield blocking sound that plays appears to play much louder than other sounds when your sound is turned down. Not sure how I could prove this but sometimes I run the game at around 15-20% master, music off, and all others 15-20% sound. I mostly like to listen to my own music while playing is all. :unsure:

The second thing is that I noticed the Flawless Sapphire actually gives only +10 mana instead of +31 mana. I have not had a chance to test out other gems but so far all the rest of them seem to work as intended. ^^

I did however have a question regarding the mana and life regeneration buffs granted by skulls though. Is it some kind of percentage bonus? Or do the number values correspond to some other kind of increase. :???:

P.S. I was also wondering about something you mentioned earlier about shrines giving experience rewards. I believe it was called the sparkling shrine or something. I was wondering if you used the same or similar formula for this shrine as the one with the same name from the Hellfire expansion. That shrine only gave the player + (1000Xdungeon level) experience rewards. As the catacombs level 4 is the lowest depth you can find shrines at all, (it would be dungeon level 8) you could only get 8,000 experience maximum from these shrines. I believe you used a better formula than this though since I am fairly sure I have gotten more experience than this on only the cathedral levels before. :)

Post has been edited 1 time(s), last time on Apr 20 2013, 2:28 am by SeraphicStar.



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