moa patch 0.91 - races finally on reg

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Grunkk
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Re: moa patch 0.91 - races finally on reg

Post by Grunkk »

Wow! well what can i say, they certainly are fuzzy. I guess I'm not surprised or impressed. However they may be frightening in large numbers if equipped with rudimentary sharp things.
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Re: moa patch 0.91 - races finally on reg

Post by TheOneGuy »

what if you could have 2 lvl 100+ char (of different races ) get married doing this would make a new char with the races + and - of both old char would die and give banks to there son the new super char (that would start at level 1)

also the lvl of char that dies /retires may need to be higher like 150

i dont really think that idea is unfair cause you would loose 2 level 100's to start from scratch again
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Re: moa patch 0.91 - races finally on reg

Post by Keighn »

Dunno, I would probably just buy a house for all my 40 alts.
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Assailant
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Re: moa patch 0.91 - races finally on reg

Post by Assailant »

TheOneGuy wrote:what if you could have 2 lvl 100+ char (of different races ) get married doing this would make a new char with the races + and - of both old char would die and give banks to there son the new super char (that would start at level 1)

also the lvl of char that dies /retires may need to be higher like 150

i dont really think that idea is unfair cause you would loose 2 level 100's to start from scratch again
That's horrible! All that work for nothing, i'd be pissed. That's also a fuckload more coding for marriage and bank transfers. Egg's life isn't working on EUO, just his day job :P
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Re: moa patch 0.91 - races finally on reg

Post by poply »

i would use TheOneGuy's idea! sounds cool
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Re: moa patch 0.91 - races finally on reg

Post by Morpheus »

The char on first row, second column has a frame with one line of magic pink less and shows up as white line in the game...
Otherwise they look great (i personally liked draconian ones more)
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Re: moa patch 0.91 - races finally on reg

Post by DarkIllusionist »

In my opinion, many of the class bonuses are useless unless used to multiclass, but they can't use versatility shrine, so it dosent quite work.

For example.
bloodkin
+10% MR
+15% longswords
+10% int
So, if you go mage for the +10% int bonus, you have a useless longsword bonus, if you go fighter for the longsword bonus, you get a useless int bonus. It would be good for a sort of battlemagy character, but it can't use versatility.
gnome
+10% dex
+10% int
full stealth walk speed
50% less aep time
no 2h wep
This is obviously for rogues, but why it has 10% int is beyond me.

Should the races get versatility? With a sort of nerf, would make for some pretty cool things =D.
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Re: moa patch 0.91 - races finally on reg

Post by Grodst »

Look at it as a MR bonus for fighters and rogues.... awesome vs Skelton mages and green dragons and their blasted XJ
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DarkIllusionist
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Re: moa patch 0.91 - races finally on reg

Post by DarkIllusionist »

Hmm, but unless you actually raise your int, (which very few fighters do) the int bonus only gives like 2 extra stat points.

Hardly worth caring about.
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Re: moa patch 0.91 - races finally on reg

Post by Keighn »

You're way wrong about gnomes. They are by far the best all around class for a race character; at least IMHO. The int and dex bonus are very good and the aep bonus is awesome. Sure they have less life but I've tested them for fighter, rogue, and mage and they do super awesome for all 3 classes.

Draconians also do pretty good but I haven't thoroughly tested them on rogues. Fighters seem to be doing ok and mages go without saying since they have that dmg bonus.

Halftrolls also do pretty good for all three classes. Regeneration, and staff/weapon work pretty good for battle mage.

Halforcs do great for fighters. Rogues, I really haven't tested. Mages probably suck a bit (more than likely a lot on reg) but with remort they could have a decent def vs. crap mobs assuming they're wearing heavy armour of vig and int.

Shadow and bloodkin I haven't tested at all.
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DarkIllusionist
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Re: moa patch 0.91 - races finally on reg

Post by DarkIllusionist »

As a fighter im pretty sure you would be better off with draconian, same with mage.
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Re: moa patch 0.91 - races finally on reg

Post by Alarmed »

The +2 NV on shadow folks isnt showing up. I compared it with human and its the same.Shouldent it be like putting a +2 NV item on?(edit i ran a patch, seem to fix it)
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Re: moa patch 0.91 - races finally on reg

Post by eggmceye »

eggmceye wrote: bloodkin
+10% MR
+15% longswords
+10% int
I think bk need a revision - as some have noted, the +15 longswords and the +10% int is mismatched & mutually exclusive - so I'm taking suggestions.

In addition I also think that +15 LS is too specific. Why just LS and not all fighter weps? Makes sense then to scrap the LS bonus and replace with something else. But I don't want BK just to be a mage specific class.

Or maybe make the +15 bonus apply to all fighter weps and somehow allow bk to create a battle mage? But this doesn't make bk's versatile - in fact the opposite. I don't have any big ideas atm.
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Re: moa patch 0.91 - races finally on reg

Post by wishIwasDM »

15% to fighter weaps seems a sure shot..175 remort cap 100 piety 75(+15) fighter. noone seems to get piety to 100 anymore so they got 10-15% to muck with. just keeping shadow folk rogue(alternative to full stealth) and making blood pure fighter(alternative to dual wield/armor bonus w/e) seems to be good balance, drac and gnome both make good mages
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Re: moa patch 0.91 - races finally on reg

Post by ibrowniedefender »

why not make it like the gnome and have it add whatever % str depending on level?
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Re: moa patch 0.91 - races finally on reg

Post by Flamesoffire »

*Defends both my bloodkin chars*



I actually like the missmatchedness.


I mean yeah both my bloodkins may be made for PD. But even on reg. If i could make Daith into a bloodkin i would (with his 25% in piety) So that its less i have to put into int to have a bit of extra healing. And id probably make Tiki into a bloodkin as well so if i needa fight non-magic effected monsters id atleast have that smaller edge in fighting them with longswords.



Just my opinion. I like Bloodkins the way they is. =]
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Re: moa patch 0.91 - races finally on reg

Post by eggmceye »

proposition concerning bloodkin and shadowkin:

for BK
- replace +15% LS with +15% AS bonus (so this is the same thing basically except it applies to all weapons, but it's not as good as +15% tactics as tactics adds def too)

for shadowkin
- add +15% to ranged
- fix the NV bonus - although it's lauded as being +2 its actually only +1 :shock:


also, if this one dude makes some dwarf avs, I would consider adding dwarves as a new player race, refugees from kurzmord'ar
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Re: moa patch 0.91 - races finally on reg

Post by Eclips »

I wouldn't mind the changes you proposed.

What would dwarfs get?
+10% def and MR
+10% HP or Str

I think that would be a cool race.
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Re: moa patch 0.91 - races finally on reg

Post by eggmceye »

I really like how somehow bloodkin and shadowkin and blood mobs and shadow mobs are all kinda lore unique to euo - we can basically thank tyler/atraxis for the bloodkin ... and with the shadow folk & monsters, it all started with the shadowlord, then extell's shadow orc, and then tyler's shadow beasts ...
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Re: moa patch 0.91 - races finally on reg

Post by Rufio »

Eclips wrote:I wouldn't mind the changes you proposed.

What would dwarfs get?
+10% def and MR
+10% HP or Str

I think that would be a cool race.
I agree, maybe a 15% increase in axe skill. Seems to be what all of the dwarves use in books and movies. :D
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