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#41 Dark One

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Отправлено 20 Май 2003 - 05:18

Цитата

Оригинал написал Ar-Maura
Попробуй скастовать Полиморф 2-3 раза, обратив себя в курицу и обратно. Это должно сбить противника с толку.

во первых это рецепт против мага, во вторых не в курицу а в мааленькую такую змейку. он по ней курсором никогда не попадёт =)
ах да, в третьих это лучше делать в Т2А там вообще в кого нить попасть невозможно.

#42 Mazay the Zloy

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Отправлено 20 Май 2003 - 06:28

лучше не в курицу а в демона, дексер со страха обкакается и это будет ему мешать вести поединок

#43 Mondzeer

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Отправлено 20 Май 2003 - 07:20

da vi zaebali trendet ne po teme :)

topic prevratilsa v polnii offtopic luchshe daite gde mozhno read pro resist v pub 18 i voobshe podrobno pro to chto tam budet

#44 Karnous

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Отправлено 20 Май 2003 - 08:52

The rest of this documentation relates specifically to the server publish aspect of Publish 18.
Combat Changes

* The Curse spell will now reduce a player’s maximum elemental resistances to 60% (but only when cast by another player).
* Being dismounted by a lance will no longer cause a target to take damage from falling.
* Firehorns will no longer cause users to be flagged as criminals in Trammel.
* ”Young” players will no longer be protected against attack in Dungeon Doom.
* Base insurance cost will now be 600gp per item instead of 750gp per item.
* When someone is killed in PvP combat, their "auto renew item insurance" will be charged at a reduced rate, which will be one half of the normal pricing (300gp per item).
* When someone is killed in PvP combat, one-half of whatever the losing player paid to insure their items will go into the bank box of the person who struck the killing blow.

Creature and Pet Changes

* The hit points and damage for Energy Vortices and Blade Spirits have been lowered.
* 8th circle summoned elementals will have their hit points increased substantially.
* When tamed, beetles and giant ice worms will no longer have their maximum hit points cut in half.
* Imps' resistances and evaluate intelligence levels have been lowered substantially.
* Fixed an issue where tamed pets could not follow their masters across a particular bridge in Malas

Loot Changes

* Looting rights should now be working correctly (based on the player who does the most damage, rather than giving looting rights to any player who damages a creature).
* The Collector Quest and Hag Quest loot has been improved to yield better items.
* Vorpal bunny loot has been decreased to better fit the level of difficulty.
* Boss monster loot for champion spawns has been improved to include better magic items, and Doom bosses will have a greater chance of dropping artifacts (this chance will also be positively influenced by the luck value of the player with the highest looting rights). Artifacts will now also go directly into the appropriate player’s backpack rather than being left on the corpse.

Magic, Spell and Item Property Changes

* The Hit Mana Drain magic property (not to be confused with the Mana Drain spell) has been changed to give the user a 40% mana return on the damage they deal (instead of 20%).
* The Hit Life Drain magic property has had its healing effect increased to 30% of the damage dealt (instead of 10%).
* Hit Lower Defense will have its duration increased to 8 seconds.
* Hit Lower Attack will have its duration increased to 10 seconds.
* The Stamina Drain property is being increased to return 100% of the damage dealt to the attacker's stamina (instead of 20%).
* The Resisting Spells skill will now give players a substantial minimum value in all of their 5 elemental resistances.
* Magic items and skills that regenerate derived stats (hit points, stamina, or mana) should now work correctly under all circumstances.
* Corrected an issue where Weapon Enhancing was not adding the correct damage values to the weapons. If you tried to enhance a weapon that had less physical damage than the enhanced values would add, no values were added at all and the physical damage remained the same.
* Night sight should now function correctly.

Necromancer and Paladin changes

* Certain situations where Paladin and Necromancy books did not appear with the correct graphics have been fixed.
* Paladin spellbooks will no longer have their spells decay rather than the book itself if left on the ground.
* The Paladin Sacred Journey ability has had its mana cost lowered to 10, and its tithing cost reduced to 15 gold.
* The Paladin Dispel Evil ability has had its mana cost lowered to 10, and has had its Fear Chance increased to make it slightly easier to cause monsters to run.
* The Paladin Holy Light ability will have its mana cost and casting time decreased, and its damage raised very slightly.
* The Paladin Cleanse by Fire ability will have its damage lowered slightly, and the spell will no longer kill a Paladin who uses it – it will simply reduce their hit points to zero but leave them alive.
* Protection will now prevent interruption of Paladin spells.
* The Necromancer Poison Strike spell has had its damage slightly increased.
* The Necromancer Evil Omen spell will now last for approximately 7 seconds at GM Spirit Speak, or until the necromancer takes damage.
* The Necromancer Vampiric Embrace spell will have its difficulty value lowered to equal that of other 8th circle spells, but will still require 99.0 skill in Necromancy to cast.
* The Necromancer Corpse Skin spell will have its fire/poison resist penalty increased to -15.
* The Necromancer Death Adder familiar will now allow players to double-click other snakes in order to charm them (rather than requiring the player to use the snake’s context menu).
* The Necromancer Curse Weapon spell will have its duration extended to 30 seconds at 100% Spirit Speak.
* The Necromancer Strangle spell will have its damage significantly increased vs. NPCs.
* Spirit speak will now heal slightly more damage.

Ссылка по Resist 1
Ссылка по Resist 2

#45 Ar-Maura

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Отправлено 20 Май 2003 - 09:23

Цитата

Оригинал написал Karnous
The Resisting Spells skill will now give players a substantial minimum value in all of their 5 elemental resistances.

А есть что нибудь более конкретное? сколько это - minimum value для resist=100?
Тут нет опечатки - как это навык resisting SPELLS может влиять на physical resistance.

#46 Nickyboom

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Отправлено 20 Май 2003 - 10:08

pri GM resist vse resisty po 40.

#47 Karnous

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Отправлено 20 Май 2003 - 10:15

Цитата

Оригинал написал Ar-Maura


А есть что нибудь более конкретное? сколько это - minimum value для resist=100?
Тут нет опечатки - как это навык resisting SPELLS может влиять на physical resistance.
Посмотри ссылки в моем посте

#48 WuZzaBi

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Отправлено 22 Май 2003 - 04:34

Если на физ. ресист будет влиять, то правильно. Будет магам бонус небольшой против дексеров.

#49 Tranq

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Отправлено 22 Май 2003 - 07:19

ага а дексерам то какое счастье!!!! наконецто hit lower defense включили!!!!! СМЕРТЬ МАГАМ!!!!!

#50 Tranq

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Отправлено 22 Май 2003 - 07:23

а вот что некросов еще усилили это плохо....

#51 Karnous

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Отправлено 22 Май 2003 - 07:52

Цитата

Оригинал написал Tranq
а вот что некросов еще усилили это плохо....
Придется еще и некроса заводить :)
И просить Мазая подсказать как убить дексера некромансером :)

#52 WuZzaBi

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Отправлено 22 Май 2003 - 10:06

Усилили паладинов... тоесть дексеров...

#53 Samson

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Отправлено 22 Май 2003 - 17:06

вот подорожала ультима - это хреново
а усиление-ослабление это ерунда

#54 Karnous

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Отправлено 22 Май 2003 - 17:08

Цитата

Оригинал написал Samson
вот подорожала ультима - это хреново
а усиление-ослабление это ерунда
А где это она подорожала ?

#55 sly

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Отправлено 22 Май 2003 - 18:26

Меня несколько адресс смущает письма - похоже на fake... Вот ломанутся все по ссылке этой левой логинится - оставят предпринимателям свои логины-пароли...

#56 WuZzaBi

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Отправлено 22 Май 2003 - 18:43

Какого письма?

#57 sly

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Отправлено 22 Май 2003 - 19:13

Хотя нет... На сайте тоже написано о повышении платы... Слов нет.. Цензурных... :stop: :vipivka: :)




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