I submitted this as an idea some time ago and talked to @Jesse about it before he moved on. Not sure it got any traction.
According to the IRE GMCP API doc it's supposed to exist as part of the Char.Status variables: http://www.ironrealms.com/gmcp-doc. So I guess my question is - did it once exist and was taken out?
Any proficiency known ONLY because of your current profession will now note that in the PROFICIENCIES/PROFS output. This is the case for all professions that grant proficiency, not just knight classes.
If you know a proficiency that is ALSO granted by your current profession, it will not have such a note.
Did the ability to create layouts for weapons/armour get removed from non-smithing Metalworkers?
Prior to the tradeskill revamp, there was such a restriction. There hasn't been since then. Anyone with Adept (or higher) Metalworking should be able to create and apply metalworking-layouts.
Because metalworking has both layouts and diagrams, and they are treated differently, they are separated into "metalworking" and "metalworking-layout" tradeskills in the pattern list.
PATTERN LIST TRADESKILL METALWORKING will list diagrams.
PATTERN LIST TRADESKILL METALWORKING-LAYOUT will list layouts.
So my SekretDiabolistInTraining and I were mucking around and apparently they haven't been envenoming their daegger at all, even with proper syntax.
Question: Do diabolists need Envenom in Weaponry before they can use the inline envenom for Hunt:Malignosis, and if so, why? It is quite hard for a diabolist to push a fast offense without access to hemotoxin.
So my SekretDiabolistInTraining and I were mucking around and apparently they haven't been envenoming their daegger at all, even with proper syntax.
Question: Do diabolists need Envenom in Weaponry before they can use the inline envenom for Hunt:Malignosis, and if so, why? It is quite hard for a diabolist to push a fast offense without access to hemotoxin.
The ability to envenom is required for all inline envenoming, including Malignosis Hunt. I can't speak to any specific design decisions for the Diabolist profession.
It's too much stupid bashing for anybody to care that much, and only one copy of the Legion items can exist at once, so you can cockblock another group by rekilling a boss when they're not around.
It's basically dumb in all aspects, which is a pretty solid way of summing up all the 'cool' new systems they make up. Mercenaries, etc.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
It's too much stupid bashing for anybody to care that much, and only one copy of the Legion items can exist at once, so you can cockblock another group by rekilling a boss when they're not around.
It's basically dumb in all aspects, which is a pretty solid way of summing up all the 'cool' new systems they make up. Mercenaries, etc.
Which is a wonderful way to encourage them to come up with new systems. Good on you.
On topic: Is there a reference somewhere, in-game or here on the forums, that explains what the various colorings of names in QW/WHO mean?
*It's important to explain here that the raw damage of soulburn (magic) and disorient (fire) are the same, the difference is fire damage resistance, which will be addressed later.
The standouts here are heave, dehydrate and hellsight. Lackluster afflictions, lackluster intensified effect, no damage. The solution here is add damage to them. Hellsight is sort of weird, but I'd take damage on it since summoner can't stick asthma. Or, better, hellsight does 0 damage, becomes penance when intensified.
I understand why nervewrack, nerveburn eat damage maluses because they're rewarding 2x as much taint. This is cool. The problem is you're double dipping in damage maluses because they're fire damage. This plays into why scourge needs to be more useful.
You'll notice how some of these skills lack intensified effects. You should remedy this and make some. It feels half-assed. t favors good decision making and opportunity cost to cash in taint for more afflictions (which plays to int summoner, fast summoner infuse builds).
Scourge.
This whale of a terribly useless skill that I loathe. If I scourge myself, my disorient damage goes from 66 to 73. This still makes my best fire spell sub par to all of my magick damage spells (20% less effective). The numbers need to be adjusted to bring fire spells in line with other non-fire damage types, considering that scourge does 0 damage, 0 afflictions, and consumes > 50% taint.
Ashcloud:
If ash-cloud didn't exist, scourge would be the worst skill we have. I could invest 150 taint in ashcloud and I still would not be able to push a pipe offense. The buy in is steep. The damage is 0. The usefulness is questionable. You know what my profession isn't built on? Pushing pipe strategies.
Incinerate: I'm going to say that your nerf of incinerate was too harsh, unnecessary, and should have been handled in a classlead beta. Incinerate is the skill I need to be able to lean on to drop a hard resist target. Since it's clear that people think incinerate does too much passive dps, here are some options
-Incinerate ticks will allow for a free intensify effect and only a free intensify effect (add intensify to cleanse aura)
-Applies stacks of scourge which reduce all elemental resistances
-Or just increases the damage of fire spells while incinerate is rolling (locks out high damage magick)
You'll notice in the chart that this only increases damage for 2 spells, but increases the affliction output of the class, playing to fool/enlightenment instakills.
P.S. Any insight on when we're un-un-un-unbreaking defiler?
I didn't see it in the HOUSING scrolls, but do individual homeowners have the purchase option of keyless, "conditional" doors like you find in some guildhalls or council/city rooms?
“We abjure labels. We fight for money and an indefinable pride. The politics, the ethics, the moralities, are irrelevant."
I didn't see it in the HOUSING scrolls, but do individual homeowners have the purchase option of keyless, "conditional" doors like you find in some guildhalls or council/city rooms?
Comments
Change prof and see what drops? Crappy way to do it though.
Septus says, "Not Ashani!"
Fast Diabolist without toxin Hunt is like a 2.44 mental DSL.
Septus says, "Not Ashani!"
It's too much stupid bashing for anybody to care that much, and only one copy of the Legion items can exist at once, so you can cockblock another group by rekilling a boss when they're not around.
It's basically dumb in all aspects, which is a pretty solid way of summing up all the 'cool' new systems they make up. Mercenaries, etc.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The Great Library of Imperian
Planting the seeds of summoner classleads.
*It's important to explain here that the raw damage of soulburn (magic) and disorient (fire) are the same, the difference is fire damage resistance, which will be addressed later.
Incinerate:
I'm going to say that your nerf of incinerate was too harsh, unnecessary, and should have been handled in a classlead beta. Incinerate is the skill I need to be able to lean on to drop a hard resist target. Since it's clear that people think incinerate does too much passive dps, here are some options
You'll notice in the chart that this only increases damage for 2 spells, but increases the affliction output of the class, playing to fool/enlightenment instakills.
The Great Library of Imperian