Shattered Kingdoms

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PostPosted: Mon Oct 18, 2010 10:37 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
grep wrote:
Nightwing wrote:
A full MR barb should be able to quaff vials and receive healing -- just perhaps not healing vials.

But it's the loss of buffs that completely cripples the MR barb. I'd prefer to see suppression as an active skill (like taunt, with a "release" mechanism) that sets the barb's trained MR to 0 -- and when released, the existing buffs are not cancelled.


Code:
wear all.leather

remove all.leather



next?
You've never played an MR character or a barbarian, have you?


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PostPosted: Mon Oct 18, 2010 11:05 am 
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I have, actually. More importantly, I've read the documentation and the source materials, but most importantly, I'm not particularly interested in debating the mechanics of a game whose main objective is to obfuscate the mechanics, though.

I'll give you the advice baldric once gave me: the best way to prove a claim about the game right is to get in the game and do it. Go ahead, make that epic MR barbarian you're talking about. It might be fun. I'd certainly be impressed.


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PostPosted: Mon Oct 18, 2010 11:14 am 
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I have a million character concepts I'd like to play. However, I can only play one.


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PostPosted: Mon Oct 18, 2010 11:31 am 
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Image


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PostPosted: Mon Oct 18, 2010 11:47 am 
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grep wrote:
Image


In order to play all the character concepts I have, I demand a sandbox server which allows us as players to set our characters levels and attributes, within the normal limitations, and has all of the stuff in it as the real server. We can spawn what gear we want, and modify the enchants on it, again with limitations. Trying to add 500 willpower to a pair of boots would explode them or fade them most likely. We can spawn monsters for us to test on, and teleport to any room we want, or just move through them without being noticed by anything, like imms do. I'd pay $5 a month just for this.


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PostPosted: Mon Oct 18, 2010 11:57 am 
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grep wrote:
I have, actually. More importantly, I've read the documentation and the source materials, but most importantly, I'm not particularly interested in debating the mechanics of a game whose main objective is to obfuscate the mechanics, though.


You're not interested in debating the mechanics but you usually do chime in anyway. And more often than not you tend to be mistaken ...


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PostPosted: Mon Oct 18, 2010 11:59 am 
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grep wrote:
Image
Making a successful MR barbarian is not on my list of life-goals.


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PostPosted: Mon Oct 18, 2010 12:15 pm 
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oops, wrong comic!

eh, whatev.


jhorleb wrote:
You're not interested in debating the mechanics but you usually do chime in anyway.


Yes. Because debate is a different word from describe or observe. This ain't Parliament...

but, it isn't not afterlife, either. I suppose we've done enough to this thread.


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PostPosted: Mon Oct 18, 2010 1:21 pm 
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grep wrote:
I have, actually. More importantly, I've read the documentation and the source materials, but most importantly, I'm not particularly interested in debating the mechanics of a game whose main objective is to obfuscate the mechanics, though.

I am curious as to what 'documentation' and 'source materials' that grep has read. As far as I know, the default enchant armor is not a part of any of the public code bases that SK is based on. If it is, it is very much not in the current format of enchant armor on SK. Anyone remember resistance to charm, resistance to petrification and resistance to death? As for documentation, this is all that really pertains to the current topic.


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PostPosted: Mon Oct 18, 2010 5:33 pm 
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That's what I refer to. The FM of RTFM ;)


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