0.10.3 Patch Notes

Will you please post the mana cost per level breakdown for cyclone? (ie, at what level does mana cost increase beyond 30?)

Thanks
IGN: NinetySixBottlesOfBeer
Last edited by Edits on Mar 13, 2013, 11:02:48 AM
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Wulfgarr wrote:
how this thing with crtl+c works?
clipboard = chat?


Clipboard is clipboard.
If you open notepad and mark something and push ctrl+c it is copied into the clipboard memory.

Ctrl + v takes the latest thing in clipboard and pastes it where you are currently marked.

So clipboard is the memory place so to speak where cut and copied things are placed.

While it's cool that you've buffed CI a little, I think you've gone about it the wrong way. One of the only benefits if CI is that while it gave less survivability, it needed less nodes, meaning you could put more nodes in other areas, such as offense.

It kinda sucks that you've just added additional ES nodes. It would have been nicer to have a 20% or 30% ES boost on the CI node itself. 50% was a bit much, but removing it entirely is a huge nerf.

CI builds also need some additional defense against stuns, shocks, and being frozen. This could be addressed by making those effects based on life percentage instead of total life.

HP character has 6000 HP? He must be at 100% health to have maximum defense against those status effects.
ES character has 1 HP? He is always at 100% health and therefore always has maximum defense against those status effects.

This would be a very welcome addition, as CI really is very weak right now.
From South Africa, recently moved to England. Player since closed beta 2012. Full system specs: https://pastebin.com/yDHYXWJT
'Tongueslurp the Unspeakable' - skeleton archer in Fellshrine Merciless
After some Cycloning i just ask myself how can this skill be usefull, like whirling blades the damage seems incredible low too
The attackspeed of my weapons doenst have any influence on the dps? wtf who came up with that bullshit idea?
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Chris wrote:

The information that is put on the clipboard when you hover over and item and press Ctrl+C now includes socket information and itemlevel.

How is that information supposed to be displayed exactly?

When we hover over an item in trade chat, in the forum... or?

Also, ctrl+c?


[edit]
Okay, I found out how this works... but why? What is the point of copying the stats of the item and pasting them into a text file?
Last edited by f0xx on Mar 13, 2013, 1:30:03 PM
A List of the weekly added uniques would be nice.... even dont know which ones where added last week....
"
Zedda wrote:


HP character has 6000 HP? He must be at 100% health to have maximum defense against those status effects.
ES character has 1 HP? He is always at 100% health and therefore always has maximum defense against those status effects.

This would be a very welcome addition, as CI really is very weak right now.


So you are more likely to get chain frozen/shocked to death as your health gets lower while you can't do anything while CI users become almost immune to it? Did you even think about it for a second instead of babbling the first thought that crossed your mind?
Wooah. Thanks GGG for a trash melee skill. I(lv85 Dual wield) got 1500 dps 0.24 att spd for Cyclone. but still only hurt lv 66 map normal mob's 50% ES per cast ...........


We were so pitiful.


Good job GGG
Last edited by yin123 on Mar 13, 2013, 3:27:08 PM
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Zedda wrote:
While it's cool that you've buffed CI a little, I think you've gone about it the wrong way. One of the only benefits if CI is that while it gave less survivability, it needed less nodes, meaning you could put more nodes in other areas, such as offense.

It kinda sucks that you've just added additional ES nodes. It would have been nicer to have a 20% or 30% ES boost on the CI node itself. 50% was a bit much, but removing it entirely is a huge nerf.

CI builds also need some additional defense against stuns, shocks, and being frozen. This could be addressed by making those effects based on life percentage instead of total life.

HP character has 6000 HP? He must be at 100% health to have maximum defense against those status effects.
ES character has 1 HP? He is always at 100% health and therefore always has maximum defense against those status effects.

This would be a very welcome addition, as CI really is very weak right now.


THIS.

The stun recovery is ridiculous with CI, you can get stun locked and die very easily if you're not careful.
"
Zedda wrote:
While it's cool that you've buffed CI a little, I think you've gone about it the wrong way. One of the only benefits if CI is that while it gave less survivability, it needed less nodes, meaning you could put more nodes in other areas, such as offense.

It kinda sucks that you've just added additional ES nodes. It would have been nicer to have a 20% or 30% ES boost on the CI node itself. 50% was a bit much, but removing it entirely is a huge nerf.

CI builds also need some additional defense against stuns, shocks, and being frozen. This could be addressed by making those effects based on life percentage instead of total life.

HP character has 6000 HP? He must be at 100% health to have maximum defense against those status effects.
ES character has 1 HP? He is always at 100% health and therefore always has maximum defense against those status effects.

This would be a very welcome addition, as CI really is very weak right now.

I was hoping for a CI buff where armor damage reduction was applied to ES. Meaning a Shadow with armor aura would have an ES that can take more damage. Or a CI Templar could stack armor/ES gear with benefit. Evasion would still be the 2nd best defense to stack, but armor would be useful too.

Stun recovery a must. Should have a low life stun/freeze immunity that can be applied to ES (2 points in passive, 1 for low life stun/freeze immunity, and the other for applying stun recovery/immunity to ES)
8 Bit Tarvernite
Last edited by Bucyrus on Mar 13, 2013, 9:31:31 PM

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