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  #1  
Old June 12th, 2005, 04:55 PM
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Saber Cherry said:
Then it can't get poisoned, hurt, or repelled from head-butting.
That would be the point, if it's going to be as good as wing buffet currently is.

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Only things with length, or armored things (like horns and scorpion stingers) should have length > 0.
Or wing buffet, which repels pretty much everything other than pikes and lances.
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  #2  
Old June 13th, 2005, 08:34 PM

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I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
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  #3  
Old June 13th, 2005, 10:13 PM

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Turin said:
I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
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  #4  
Old June 14th, 2005, 01:57 AM
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ioticus said:
I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
Too tired to jot down the stats on devils from unmodded to modded, but the vine ogre has 10 protection instead of 5.
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  #5  
Old June 14th, 2005, 03:22 AM
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Default Re:

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ioticus said:
Quote:
Turin said:
I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
Did you enable Zen's mod first...

I forgot to enable the heroes upgrade mod when viewing that map, so you wouldn't be the only one...
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  #6  
Old June 15th, 2005, 12:12 AM

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Endoperez said:
Quote:
ioticus said:
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Turin said:
I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
Did you enable Zen's mod first...

I forgot to enable the heroes upgrade mod when viewing that map, so you wouldn't be the only one...
Uh, Doh! That was it, thanks.
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  #7  
Old June 15th, 2005, 02:21 PM

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Regarding the conceptual pretender mod, I get the feeling that almost all the human pretenders are still pretty useless. Spending 50-100(1-2 scales) points more and actually getting a decent combat chassis(naga) seems to be a dominant strategy.

In addition most humans seem to be pretty generic. a rime mariner/master druid/freak lord is just an archmage with cold resistance and one path preplaced.

So I´ve modified zen´s mod for myself, so that it raises their skill in their primary path to 2, gives the archmage 1 in every path and raises his cost, gives glamour to the arch seraph, gives the great sage a researchbonus of 20 and raises death on the bog mummy to 2(because you´d much rather take the dracolich or a normal lich than her).

But even with those changes I don´t feel that they are particularly good choices, because specialists are usually simply better than rainbows.
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  #8  
Old June 15th, 2005, 03:17 PM
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I'd hi...take Archmage in that mod. Definedly.
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  #9  
Old June 17th, 2005, 11:29 AM

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Default Re:

Myself I just don't like the -10 damage "trick". Instead of being exceptionnally good Lifedrain weapons become near useless, and everyone will switch to Duskdagger+Sword of Quickness or whatever combo instead. Up to the time when someone will mod Duskdagger to be dam 2 nostr and Sword of quickness 4W !
Bloodthorn as a Blood booster but useless weapon is fine.

Arralen, I'm not that sure STR30+ SC are that common.
In fact only few Pretenders have that level, even Demons/Devils are in the 20s...
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  #10  
Old June 17th, 2005, 12:02 PM
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SoQ is good but I don't think it is overpowered. It only does damage and attacks only as many times as a common flail.
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