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Old 04-15-2015, 04:21 PM   #71
Iheartpancakes
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Quote:
Originally Posted by Frosk View Post
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
This is a bit excessive considering Knight auras aren't cheap, don't you think? :/
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Old 04-15-2015, 04:24 PM   #72
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Originally Posted by Frosk View Post
Hey guys,

We'll be updating Amun in a bit with a new version of the game. Here's this version's changelog!
....
Changelog 1.12:
...
- Precise Block: Mana cost updated to 150/225/300/375/450.
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.

Archer:
...
- Hinder: Opponent Hit Chance changed to Opponent Damage Bonus: -2%/-4%/-6%/-8%/-10%.
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Spell Elude: Spell Resistance changed to: 20%/50%/90%/140%/200%.
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.

Mage:
- Protection Dome: Spell Resist Chance changed to Absolute Spell Resist Chance: 3%/6%/10%/16%/25%. Duration changed to: 20.
- Curse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-15%/-20%/-25%/-30%. Opponent Spell Focus changed to Opponent Damage Bonus: -2%/-4%/-6%/-7%/-8%.

Interface:
- New: Spell Resistance is shown in the Character Sheet.
I like it! But what about Blindness, Clumsiness, Metabolic Control, Obfuscate, Omnipresent etc.? Make concentration useful or just revamp these spells


Quote:
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
Fix Precise Block bug, please.
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CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy
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Old 04-15-2015, 04:31 PM   #73
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Quote:
Originally Posted by Frosk View Post
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.
Well, I guess I'll have some more points for derping now, any suggestions what to put them into?
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Old 04-15-2015, 04:31 PM   #74
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Not looking forward to op Syrtis marks with x2 eve rings. 68% crit chance, and that's without crit buffs. My god man.
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Old 04-15-2015, 04:36 PM   #75
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Originally Posted by Iheartpancakes View Post
Not looking forward to op Syrtis marks with x2 eve rings. 68% crit chance, and that's without crit buffs. My god man.
Nah. Eve ring is nerfed to +34 ice +6% crit chance, which isnt even absolute one.
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Old 04-15-2015, 04:37 PM   #76
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Protection Dome affect self+allies, +25% Absolute Spell Resist Chance and 20 sec duration? I need to modify my PvP build lol...wb Staff Mastery :P
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Old 04-15-2015, 04:53 PM   #77
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Quote:
Originally Posted by LawZ View Post
Nah. Eve ring is nerfed to +34 ice +6% crit chance, which isnt even absolute one.
Seriously? If that's the case, I guess those other boss rings will be even more useless (the conc+hc ones)
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Old 04-15-2015, 04:59 PM   #78
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Originally Posted by Iheartpancakes View Post
I guess those other boss rings will be even more useless (the conc+hc ones)
Exactly... +6 conc +6% crit chance. My crit chance increased from 4% to 5%, OP.
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Old 04-15-2015, 05:03 PM   #79
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Quote:
Originally Posted by Frosk View Post
Archer:
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
Great, so non-boss-geared hunters will do even less damage if they don't wanna be 2-hit'd by a rushing barb or gonna get killed by boss-geared marks while they're trying to target conjus, unbuffed, with higher damage output...

Quote:
Originally Posted by Frosk View Post
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.
Why not 4/5/6/7/8?
Why giving an extra second for the highest level while the duration doesn't change for the first and second level?
Do you think anyone will use it on level one or two anyway?
Pfft, why do I care then you can ask ^^ Okay, never mind it
Just seemed a bit unfair.
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Old 04-15-2015, 05:08 PM   #80
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Quote:
Originally Posted by Loque View Post
One question relating to barbarians, what happens with Berserk? Since the spell is -100% evasion, so anything absolute or relative evasion stats/bonus he has is rendered useless using Berserk and no Berserk is pretty much no barb.
Any news about this, Frosk?

EDIT: With the mana cost increase on Precise block, would it be possible to drop the 'Stop on move' part? This would keep the spell useful and would get rid of the current bug as well. Eventually, you could add -x% Movement speed to it. Just an idea.
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