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May 12 2007 07:30am
Damage Return bug fixed.
-- If a monster died as a result of damage return, your local game would freeze, forcing you to refresh and relogin. This is now fixed.
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Sep 5 2007 07:35am
% to determine stat level has been tripled. This means you have 3x the chance to find higher stat items than you did before.

Per feedback, I decreased the max that can spawn on the following stats:
HP/MP Per Round
HP/MP Per Battle
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Jan 11 2008 07:23pm
New realtime version changes:

- Mobs are now 1/2 their top stats (easier/weaker)
- Dexterity no longer affects first attack (of course)
- Dexterity increases your attack speed (by a marginal amount) -- This is a degrading effect, so it's not linear
- Dexterity bonus for critical strike is now degrading (non-linear) for both monsters AND players

More to come...
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Jan 15 2008 07:48am
New changes:

- When you run away from a monster, there is now a 5 second delay before you can summon another monster. This helps prevent the run->arena->resummon loop.
- Item spawns are fixed in relation to the easier monsters and higher quality gear not dropping.
- When you logout of a character (barracks) there is a 5 second delay before you can select another character. This is to help prevent server lag.
- When you change characters, the search timer is reset to 10 seconds before you can search again.
- You can now buy items on the market being sold from one of your other characters. (See above caveats).
** If someone buys the item before you get a chance to buy it yourself, DO NOT POST A COMPLAINT HERE. The market is a public trading ground where anything up there is fair game for anyone else.
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Jan 23 2008 03:14pm
New Option Added When Creating a Character, Hardcore Mode
- If you die, your character can no longer be played (the items will no longer be accessible)
- HC characters have a seperate marketplace and ladder
- If you die, all items on the marketplace for that character will be removed
- When the ladder is reset, only hardcore or original is reset, respectively depending on which is completed @ final character.

Otherwise, it operates exactly the same as the original.
Admin
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Jan 29 2008 09:29am
Added 5 new charms:
- Wind
- Earth
- Wild Heal
- Heal
- Focused Heal

Added an accessory charm (see below):
- Quick Select with "A"
- Accessory Charms do not give any stat bonuses!
- Accessory Charms operate at 1/2 effectiveness

To use the new heal charms, select it, then click your name in the top middle section.

Monsters now will randomly spawn with the 5 above charms, so monsters will sometimes get and use their heal charms.
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Jan 30 2008 07:48pm
Updates:
- For every 25 points of vitality you have, you get +1 life regen
- For every 25 points of intelligence you have, you get +1 magic regen
- Casting time is now based upon intelligence instead of dexterity
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May 2 2008 10:11am
Updates:
/who and /msg commands are now case insensitive for the player name
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May 20 2008 10:35am
Added:
- You can now do a direct character -> character transfer on the marketplace. This allows you to transfer items between your characters instantly and free of charge.

How to use it:
- Go to the marketplace, select the Transfer button on the top right
- Select a target character on the left
- Open your inventory, drop an item onto the item slot in the bottom left section of the market
- Click Transfer Item

This only applies to characters on your account, and does not apply between accounts. The target character must have a class chosen, be the same core, and be alive (if hardcore). The character must also have available inventory slots to hold the item.

[edit]
Items on the marketplace count towards the "total items" on a character for the purposes of muling. For instance, if you have 8 slot, 6 items in your inventory, and 2 items on the market, your total item count on that character is 8, which is 8/8, full. This may be changed at a future date, but it is intentionally designed this way for the time being, to prevent the marketplace acting as a secondary buffer of muled items.
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May 21 2008 03:38pm
Added 5 New Transmutation Box Recipes:
- Armor + Ice Charm = Armor with Strength or Mind Numb
- Armor + Fire Charm = Armor with Intelligence or Armor Pierce
- Armor + Lightning Charm = Armor with Dexterity or Damage Return
- Armor + Wind Charm = Armor with Dexterity or Critical Flux
- Armor + Earth Charm = Armor with Vitality or Block

Notes:
- All armor and charms must be magical or higher
- The tier of the armor and the charm must be the same
- The armor will be the same type of armor (possible variance on magical), with a guarenteed stat above depending on the charm type used
- Armor must be in 1st slot, charm in 2nd
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