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  #11  
Old March 4th, 2007, 04:33 PM
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Default Re: Destroyer of worlds weapon slots

it would be survivable on a pretender with the right magic paths... though against large armies he'd probably route before he was finished with his killing.
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  #12  
Old March 4th, 2007, 04:53 PM

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Default Re: Destroyer of worlds weapon slots

If you swapped 1 dagger for faithful, spirit helm for horror helm, jade armour for hydra skin armour and flying shoes for boots of quickness it might work against bigger forces(losses flying and one of his dagger attacks. gains luck and regen)
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  #13  
Old March 4th, 2007, 05:20 PM
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Default Re: Destroyer of worlds weapon slots

So, what you were asking was how to exploit a bug, yes?
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  #14  
Old March 4th, 2007, 05:33 PM
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Default Re: Destroyer of worlds weapon slots

Quote:
lch said:
So, what you were asking was how to exploit a bug, yes?
As Edi says, this IS NOT A BUG. Its working as designed (WAD), you just after understand the mechanics of how to do it correctly, which I was confused about.

Like Edi says too many people are confusing bug with WAD. This is what made the bug thread unusable by the developers. Understandable however, given how complex Dom3 is.
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  #15  
Old March 4th, 2007, 06:01 PM
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Default Re: Destroyer of worlds weapon slots

I'd still say that you are using 4 hands by this and the Destroyer of Worlds magically has two extra ones. He only has one attack if you give him just a single one-handed weapon, and you had trouble to set it up correctly that those two ranged extra-attacks pop up, too. This is WAD?
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  #16  
Old March 4th, 2007, 06:07 PM
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Default Re: Destroyer of worlds weapon slots

sure is, read the thread.
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  #17  
Old March 4th, 2007, 06:10 PM
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Default Re: Destroyer of worlds weapon slots

Yes, it is WAD. Did you or did you not read the explanation I posted in the WAD post in the bug discussion thread?

If you equip the DoW in a manner that gives it 3 melee weapons and a shield and leaves its intrinsic ranged weapons there, what is the problem? It can only use one or the other, melee or missile, at a time! Eitehr it uses its intrinsic melee weapons or its equipped melee weapons to strike at enemies in adjacent squares, or it uses its intrinsic or equipped missile weapons to fire at enemies farther away. It CANNOT do both.

If this is a bug, as you claim, then explain to me how and WHY it is a bug. Provide me with some evidence or some form of reasoning that logically arrives at a different conclusion than mine did. Your personal sense of outrage at people optimizing the unit is NOT sufficient.

Edi
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  #18  
Old March 4th, 2007, 06:27 PM

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Default Re: Destroyer of worlds weapon slots

I'm not sure about this 'shield gives ranged weapon back'.

I've tested a 2-hander with intristic ranged weapon:

Give him a item weapon and he lose his ranged weapon.

Add a shield and he get it ranged intristic back.

For me that isn't real logical and a (minor) bug. But i've no problem with a WAD.
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  #19  
Old March 4th, 2007, 06:41 PM
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Default Re: Destroyer of worlds weapon slots

sounds like the bug, to me, is that the ranged weapons go away when only a melee weapon is equiped. (archers get both, after all.)
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  #20  
Old March 4th, 2007, 06:47 PM
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Default Re: Destroyer of worlds weapon slots

Edi, I have no problem that he keeps his missile weapons when he carries a shield, but it is strange to me that he loses all his intrinsic weapons, missile and melee, as soon as you use one hand slot for a single-handed weapon and have three free hand slots remaining. Since you said that it's already in the bug list, whether it's a bug or WAD, let's see what the devs have to say about that.
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