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PostPosted: Sun Jan 08, 2017 2:57 am 
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PKer
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He cheated. :wink:

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PostPosted: Sun Jan 08, 2017 3:46 am 
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Absentee Ballot Dev
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PostPosted: Mon Jan 09, 2017 9:20 pm 
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Absentee Ballot Dev
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After a few late nights and lots of debugging, good news everyone: We can hook stun fist at an engine level and adjust the DC. Instead of taking +2 / feat, we can do +1 / feat. That + not being able to chain it (i.e. stunning a stunned target doesn't extend the stunned duration) would probably make it fair to play against.


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PostPosted: Sat Jan 14, 2017 11:08 am 
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Noob

Joined: Tue Mar 03, 2015 9:35 am
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As a casual player I rarely pvp, and do not have access to higher end gear. The cool-down period has pretty much made my HiPS toons useless when facing anything more than a single non-caster creature.

When I hit out of HiPS the toon is now subject to spells, KD and all the other combat feats that are countered by discipline. When facing more than 1 or 2 creatures, especially in melee, the toon's survivability has plummeted.


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PostPosted: Sat Jan 14, 2017 11:13 am 
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Absentee Ballot Dev
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PostPosted: Sat Jan 14, 2017 11:52 am 
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Noob

Joined: Tue Mar 03, 2015 9:35 am
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About 3 to 4 seconds.


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PostPosted: Sat Jan 14, 2017 11:57 am 
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Pk Bait
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Joined: Sat May 08, 2010 6:56 am
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DING 100 lvl 40 TOONS ON FEB 2017!!!


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PostPosted: Sat Jan 14, 2017 12:05 pm 
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Absentee Ballot Dev
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PostPosted: Mon Jan 16, 2017 4:08 am 
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Absentee Ballot Dev
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As per changelog, timer's been reduced to 4s. There's also an outstanding clunky thing where trying (but failing) to stealth in combat (i.e. when attacking) will trigger the timer. I'll try a few things to minimize the clunk of that issue.

Other than that, how's it (and stun) feeling for everyone?


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PostPosted: Sat Jan 28, 2017 5:42 am 
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Absentee Ballot Dev
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Dev changes now live.

Not super exciting ones, but ones you guys can play with now and see how they feel - if they end up feeling mediocre, we can look to tweak them.


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PostPosted: Sat Jan 28, 2017 12:19 pm 
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Pk Bait

Joined: Tue Nov 17, 2009 12:01 am
Posts: 68
Impressive; you've done what most obstinate devs on nwn 1 would keep repeating - that dev crit is impossible to mod

I might have to come back and roll a new character for the heck of it to try it out.


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PostPosted: Sat Jan 28, 2017 5:47 pm 
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PostPosted: Fri Oct 13, 2017 11:12 pm 
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Relic Raider
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Joined: Thu Jan 08, 2004 2:09 pm
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This stuff is truly amazing for sure!

With this new access to weapon/feats could some things done with monk fist, and ranged weapons also and other things:

1.Give dwarfs access to dwarven waraxe and maybe warhammer etc.. to help balance out elf getting rapier/lsword/etc.. racially.
2.Make ranged weapon use cause splash back damage from damage shields
3."fix" or normalize ranged weapons so that they all are dex-based for AB
4."fix" or normalize monk fists ab
5.allow half-ogre to have monkey grip (2, 2handed weapons)
6.allow smaller races to use a shield with quarterstaff
7.allow off-hand m-star and lt.flail (think: nunchuks!)

etc... lots of random things could be possible....and increase fun levels! :D

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PostPosted: Sun Oct 15, 2017 8:15 am 
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> 1.Give dwarfs access to dwarven waraxe and maybe warhammer etc.. to help balance out elf getting rapier/lsword/etc.. racially.
Client-side issues here.

> Make ranged weapon use cause splash back damage from damage shields.
I get it, you like DWDs :)

> "fix" or normalize ranged weapons so that they all are dex-based for AB
They are?

> "fix" or normalize monk fists ab
What's broken with it?

> allow half-ogre to have monkey grip (2, 2handed weapons)
I do always like this, but losing access to 2h weapons on hogres is sad.

> allow smaller races to use a shield with quarterstaff
This one could be done without weapons I think

> allow off-hand m-star and lt.flail (think: nunchuks!)
client-side animation issues afaik


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PostPosted: Mon Oct 16, 2017 7:42 pm 
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-2 Penalty in Daylight
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Fist ab doesn't have as many display problems as creature weapons but there's still some bugs. Think it calculates correctly when you swing.


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