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Old 02-03-2013, 06:08 PM   #21
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One thing I've found about certain gems and high level mobs is the Do Unto gem. It never, ever works against high level mobs. It always gets resisted. Always.
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Old 02-03-2013, 11:05 PM   #22
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Old 02-04-2013, 10:58 AM   #23
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I've shown the math above.

Those gems, even if they did scale up as fast as other gems do, still wouldn't be the best way to reduce damage (percentage mitigation still does the trick), but it would at least give players the feeling that those gems scale up the same way everything else does
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Old 02-04-2013, 11:04 AM   #24
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glitchless already said in another thread these gems wont be changed so discussing ways to change them is relatively pointless
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 02-04-2013, 12:21 PM   #25
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Quote:
Originally Posted by thatperson
glitchless already said in another thread these gems wont be changed so discussing ways to change them is relatively pointless
Glitchless has said a lot of things wouldn't change that have, so instead of being a complete doucher, maybe you just leave it up to Glitch to say what he's gonna say.
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Old 02-04-2013, 12:48 PM   #26
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Quote:
Originally Posted by Glitchless
They won't be changed, but adding some much lower value % based ones would be a good idea.


Quote:
Originally Posted by Glitchless
Not everything is meant to scale nicely to high levels. This is one of them.


does his opinion change in 3 days?
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Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 02-04-2013, 05:10 PM   #27
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.
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If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
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The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
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Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 02-04-2013, 05:57 PM   #28
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Quote:
Originally Posted by Glitchless
In essence, yes. But not just to be mean. There's already an issue especially in PvP where players who deal damage in small amounts can see their damage trivialized by defensive procs. Buffing damage negation auras would only make this problem more severe and everyone would be driven to high delay big damage attacks.

Adding a separate % based line wouldn't have this effect, but it really would not be any different from damage mitigation.
This.
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Old 02-05-2013, 08:19 AM   #29
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I just read this response in the other thread.

Thanks for clarifying.

Could the changes instead simply be switched to make it so the auras can AT MOST cover a certain percentage of enemy attacks, and then raise the numbers?

Wouldn't this counterbalance the fact? I think it would clearly state that these auras are meant to help you block higher level hits, not totally null lower-level ones.
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