some strange things....

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Lucia Ellan
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some strange things....

Post by Lucia Ellan » Mon Jun 18, 2007 2:10 am

I saw some strange things on TTD .95a:

1. Set ring / amulet recipes are NOT work.

readme says:
2 rare rings >> a set ring
2 rare amulets >> a set amulet

but... they don't work.
(I gave 5 points to "Item Upgrading" skill, and 3 points to "Whitesmithing" skill, so they should work...)

2. the suffix "of Illusion" (on mage guards) has a displaying bug.

those mage guards have "+X% to An Evil Force"....
I wonder what it is for....
(I tested it, but it gives no damage boost)

3. what is the "+X% to Magic skill damage"? (prefix "Wizard's" and "Elementalist's")

those mage guards and circlets have "+X% to Magic skill damage",
I'm using a magical mage guard ("Elementalist's Mage Guard of Immolation"): it says....
+90% to Magic Skill Damage
+55% to Fire Skill Damage
and +2% to Cold, Lightning, Poison Skill Damage

um, I tested with those prefixes seperately (tested with hydra skill):
+88% Magic damage < +55% Fire damage

so... what is the real work of the magic skill damage?!

4. um, I just found this while checking MVP challenge post....
I met "Talzak the Corrupted" at the hellforge (act4, River of Flame):
he's marked as act 5 MVP on your MVP challenge post.

btw, GAQ, you're going pretty well, keep it up!
Last edited by Lucia Ellan on Mon Jun 18, 2007 3:39 am, edited 1 time in total.
please, PLEASE, forgive my awfully-poor english ability! - I'm still learning it via this forum!

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Post by GuyAskingQuestion » Mon Jun 18, 2007 4:36 am

1. Fixed in 0.95b, Elad's pointed this out to me too :)

2. "Of Illusion" won't spawn anymore (not without some testing.) It is like +x% to Fire/Ice/Cold but for magic, I don't think it works :lol:

3. +x% Fire/Cold/Whatever give their effect after Energy's bonus, whilst +x% to Magic Skills do it at the same time. (Confusing explanation.)

e.g. (numbers pulled out of the air here) Say Fire Bolt does 100 damage, you have 100 energy, and two Circlets one gives 50% to Fire Damage the other 50% to Magic.

Energy gives a 0.5% bonus magic skills per point. So the effect is an extra 50% damage.

The Fire Damage Circlet, applies it's effect upon 150 Fire Damage (100*1.5), aka after the energy effect, thus giving 225.

The Magic Circlet, applies it's effect at the same time as energy. Leaving you with 200 (The two 50% bonus add together to make a 100% bonus).
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Lucia Ellan
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Re: some strange things....

Post by Lucia Ellan » Tue Jun 19, 2007 1:16 am

one more!

1 Crafting Orb + magic gloves-> Crafted Gloves with 2 to Dexterity
2 Crafting Orbs + magic gloves -> Crafted Gloves with 4 to Dexterity
3 Crafting Orbs + magic gloves -> Crafted Gloves with 6 to Dexterity
4 Crafting Orbs + magic gloves -> Crafted Gloves with 8 to Dexterity
5 Crafting Orbs + magic gloves -> Crafted Gloves with 10 to Dexterity

I tried with 5 orbs, the glove got +10% ED instead DX.....

--edit:
...even more!

4 magic rings -> rare ring
4 magic amulets -> rare amulet
4 magic jewels -> rare jewel

it looks like the result items of these recipes get an ilvl of 1....
(there's no rq.lvl, and very poor modifiers)
Last edited by Lucia Ellan on Tue Jun 19, 2007 1:21 am, edited 1 time in total.
please, PLEASE, forgive my awfully-poor english ability! - I'm still learning it via this forum!

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Post by GuyAskingQuestion » Tue Jun 19, 2007 3:14 am

Lol, just after I upload 0.95b... I'll just change the file before I link it here.

They do spawn with an ilvl of 1. They'll spawn with one based on your level from now on.

EDIT: 0.95b is now available in the sticky. These recipes are now fixed :)
Last edited by GuyAskingQuestion on Tue Jun 19, 2007 3:34 am, edited 1 time in total.
I choose my physician and my clergyman, thus indicating my sense of the quality of their work. By all means, also, choose your modmaker; that is the proper reward of the good modmaker, to be 'chosen.'

Terms of Service:Beginners Guide:TTD:Tech Rant: TFW The Awakening

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