grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Jan 8, 2007 18:23:29 GMT -5
This isn't very big of a bug, but the Priest's Harm ability can not be used on enemies within walls ('G'hosts for example). I activate the ability, input the direction, and nothing happens except my turn being spent. This may even be an intended effect, something more to be wary of, but I thought I'd point it out.
Also, when used on magic returning enemies, I get the message "You take damages from your spell!". However, I do not take any damage from it. I know abilities used to bypass returning, is that still the case and the message is mistakenly shown or is it supposed to return and isn't?
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Post by Variaz on Jan 8, 2007 19:47:19 GMT -5
Harm uses the code of Chain spells, which does not pass trough walls. That's why Harm doesn't work on a wall. It's not really a bug...
Magic returning, however, SHOULD return damages from Harm(unless I specified in the help that it shouldn't? Can't remember...). And if it didn't, then the message should not pop-up, so there must be a bug here.
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Jan 9, 2007 9:58:35 GMT -5
Hmmm, has the magic returning been changed to deal the same kind of damage as was used initially? If that were true, then zulgors could safely ignore magic returning, as they start with 100% resistance to chaos.
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Post by Variaz on Jan 9, 2007 17:56:19 GMT -5
Are you playing a Zulgor Priest? Then, returning is not a bug at all! Yes, returned damages are now the same type as the magic attack used! So by using Harm, the zulgor will do Chaos damages, so if it gets returned, the zulgor will be immune to it! This new features makes Celestials, Demons, Zulgors and even Kobolds with a ring of resist poison very fun spellcasters who can safely blast masses of enemies without any risks!
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Jan 10, 2007 1:54:52 GMT -5
Yes, I am playing a Zulgor. Last I knew, returned damage was non-elemental and unresistable. This new way is more logical, but may unbalance the races you listed a bit.
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Post by challtdow on Jan 10, 2007 10:39:51 GMT -5
I was wondering, do skills such as the Paladin's resist impure stack with natural immunities and resists? If so then Demons and Zulgars could be absording damage from their respective elements with only 1 point. Maybe I should look in to that.
Chall T. Dow
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Jan 10, 2007 13:21:58 GMT -5
Not sure about skills and such, but I know gear will not raise resistance above 100%.
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Post by Variaz on Jan 10, 2007 18:36:12 GMT -5
Paladin's Resist Impure does not affect normal resistances, it's a separate source of protection. Only the Paladin's ability will allow you to get healed by monster magical attacks! Normal resistances cannot go above 100.
Also, it does not really imbalance that much. First, it's only one type of attacks. Second, Celestials and Demons were made for spellcasting and using magic attacks, so it makes sense that they have that kind of bonus. Zulgors will not suffer from chaos, but that is the ONLY type of magic they can use. Kobolds, finally, still needs to find some resistances, as their base resistance is 75, not 100. A ring of resist Poison will do the trick, but it takes a ring slot that you could use for something like a ring of speed(+9) or something better... So you may need to find other resistance items.
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