eggmceye wrote:euo / moa 1.3.35
* fixed multi bards' auras stacking and not unstacking
* mobs like shadowlords no longer immune to magic damage (10k mr rule no longer applies to magic dmg)
* bong quest complete
* mr cleave and normal cleave now stack (so can reduce mr to 25%)
* unarmed can now perform Wallop
* flav grav: dmg increased to 5d5 + level/3 (was 5d5+level/4)
* VYR gives +15 to Attack strength rather than setting it to 30
* casting VF when polymorphed with VYR does +50% more dmg
* hp formula is now based on str/2.8+lvl*2.5 (was str/2+lvl*1.5) - ie, less str depeendant, more lvl (or all stats in NG case) dependant. ppl with less str have more hp. ppl with hi str unaffected
* hp gain from bone now has diminishing returns, ie the more you wear the less effective it is.
WAS: hpgain=hp*0.1*pieces (for 100% in necro)
NOW: hpgain=hp*0.1*pieces*(1-(pieces-1)*0.055) (for 100% in necro)
* deleted tint wand merchant
1. fair enough, that got a little cheesy, even though a couple of the auras are so in need of a boost as to be useless (MR especially)
2. Nice
3. Very nice
4. That's a very situational combo that'll never happen while soloing (which is 90% of this game outside of cheesing)
5. Alright, Monks needed AOE
6. Very nice, FG needed a dmg boost
7. Could be useful
8. Awesome
9. if my math is right, that's +67% more hp from lvl, -14% hp from str, -6% hp for non-necromancer wearing bone and -12% for necromancers. Overall a definite HP buff, but less so for necromancers and (rightly so) fighters and priests. My Necro/fighter build is looking less fun.