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njaguar
#391 Jul 21 2018 11:35am
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First T9 just dropped, level 35, regular mob. Too bad it was a dagger. :P
RAYGE
#392 Jul 21 2018 11:36am
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awesome stuff

ty

Quote (njaguar @ Jul 21 2018 12:35pm)
First T9 just dropped, level 35, regular mob. Too bad it was a dagger. :P


dont nerf my daggers :( lol... I assume your playing a barb


also seems like clubs crit less than other items. is this working as intended or just in my head?

clubs already have a low value due to lack of characters that can use them (feeder and pally)

This post was edited by FirstDoorFail on Jul 21 2018 11:38am
njaguar
#393 Jul 21 2018 11:39am
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Woo, Pawfulgore was smacking me pretty good. That quick draw buff really make him a lot stronger, especially as an Evil Presence! His nearly constant quick draw attacks were like rapid fire. Was pretty fun :D
Moojilsuh
#394 Jul 21 2018 11:40am
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Quote (njaguar @ Jul 21 2018 01:39pm)
Woo, Pawfulgore was smacking me pretty good. That quick draw buff really make him a lot stronger, especially as an Evil Presence! His nearly constant quick draw attacks were like rapid fire. Was pretty fun :D


Looking forward to release date!

Thanks again Paul
Bob888
#395 Jul 21 2018 11:40am
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Quote (njaguar @ Jul 21 2018 10:57am)
I'm going to make a change to the market at some point. I'm sure the solution won't satisfy everyone, but here is the problem and some of my current ideas at a solution:

- When items expire off the market, they sit there until you take them back onto a character.
- When a ladder resets, all items are marked as expired, and will sit there the same as above.

There is no purge happening on these, currently, so the tables have ~150k items, and 99% of them are expired.

The market is not intended to be a free storage mechanism!

With that in mind, here are a couple of solutions:
- At ladder reset, delete all items on the market that are expired from the previous season. This seems easiest, but most annoying because ladder seasons are highly variable.
- Delete items on the market that have sat expired for X amount of days. This seems most fair, because there's a known "get your gear before X" policy.

The reason this is required is I've been wanting to do a backend storage overhaul for probably a decade, but have been hamstringed by so much idle data floating around that will negatively impact any decisions on it.


Option 2 Please if necessary. Option 1 is terrible. It means good items we put on the market get deleted. What if I were doing a trade and someone reset the ladder? That would suck lol.

Quote (njaguar @ Jul 21 2018 02:54pm)
You mean this?
- Recipient Heal Mastery now adds into the bonus to the amount healed if someone else heals you

Maybe I forgot to post it. (New feature for this version)


YESSSSSSSSSSSSSSSS

Quote (njaguar @ Jul 21 2018 03:22pm)
- Jubilance now gives +Experience every time you hit a monster, calculated as roughly Jubilance * Monster Difficulty %

With 2 jubilance, I'm getting about 64-80 xp per hit on regular mobs. Yeah, not a lot, but it adds up, especially if you're grinding it out!

Happy happy!



YESSSSSSSSSSSSSSSS ... All of these much needed changes are happening. WOOT! Jubilance is underpowered but being able to use in catacombs at least gives it a function now to not just be an ugly side stat. I love it!!!

This post was edited by Bob888 on Jul 21 2018 11:42am
PhiRip
#396 Jul 21 2018 11:41am
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Quote (njaguar @ Jul 21 2018 12:22pm)
- Jubilance now gives +Experience every time you hit a monster, calculated as roughly Jubilance * Monster Difficulty %

With 2 jubilance, I'm getting about 64-80 xp per hit on regular mobs. Yeah, not a lot, but it adds up, especially if you're grinding it out!

Happy happy!


So this would give roughly 360 xp per cast? Or just hits as in melee?
Rare silksteel padded robe
Level Req: 45
+45 Intelligence
+9 Jubilance


Not going to lie. This thread is a hoarders dream! :drool:

This post was edited by PhiRip on Jul 21 2018 11:42am
njaguar
#397 Jul 21 2018 11:43am
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Quote (PhiRip @ Jul 21 2018 12:41pm)
So this would give roughly 360 xp per cast? Or just hits as in melee?
Rare silksteel padded robe
Level Req: 45
+45 Intelligence
+9 Jubilance


Hit = anything that damages a monster.

edit: Damn I'm unlucky. T9 robe, no good for my barb. This is from about 1 level worth of playing at ~35 -- solo

T1 [22]
T2 [15]
T3 [14]
T4 [12]
T5 [7]
T6 [7]
T7 [8]
T8 [4]
T9 [2]
T10 [0]
T11 [0]
T12 [0]
Meridius
#398 Jul 21 2018 11:47am
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Quote (njaguar @ 21 Jul 2018 19:43)
Hit = anything that damages a monster.


does it even count as hit if you hit for 0?
njaguar
#399 Jul 21 2018 11:47am
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Quote (Meridius @ Jul 21 2018 12:47pm)
does it even count as hit if you hit for 0?


No
Bob888
#400 Jul 21 2018 11:55am
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Quote (njaguar @ Jul 21 2018 03:47pm)
No


1- Here's a question. I assume acc. slot charm is designed for heal charms only. Is there any other mod besides EE that you may implement usable in the accessory slot?

2- Will axes always crit much more often than all of the other weapons and clubs critical hit the least?

3- Will there be a cap on healmastery? If there wasn't a tank could use a high healmastery armor and he would take much more damage but would require less heals so it would be about the same idea as a tank (sandbag) conceptually.

4- will any classes receive any type of buff such as head hunter or alchemist? It feels like achieving these classes should feel more rewarding. The penalties are hefty. If Headhunters could start with maybe 45 vitality it would make them feel so much stronger. If Head hunters could use another weapon type we would see more diversity in terms of weapons. Every other melee class can choose between 3 or more weapons. HH only has 2 which are both axes. If Alchemist had a special ability like spin detection or something that would be really cool and more dynamic/ want people to reach this class more.

This post was edited by Bob888 on Jul 21 2018 12:05pm
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