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#16
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Оруженосец Group: Banned Posts: 80 Joined: 5 Aug 2004 From: England Member No.: 810 ![]() Класс: Rogue Направленность: Хаотичный злой Раса: Человек ![]() |
Цитата Тут вижу все такие умные... Скажите тогда как вернуть циферки урона, вылетающие из тела жертвы, во время мутуза? Пропали, понимашь... теперь приходится с лупой по логу лазить во время боя В деректории НВН есть файлик - непомню точно название... чт о вроде ...player...ini попробуй его вырезать(Cut) и засунуть куданибуть - на всякий случай. И зайди в игру (настройки заново поставиш) Если игра не пойдет то ...player...ini поставь обратно.. ![]() -------------------- Если бы мозг был настолько простым, что его можно было
понять, человек был бы настолько простым, что бы это не зделать. |
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#17
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Голодная бездна Group: Hall of Fame Posts: 4.430 Joined: 3 Oct 2003 From: Мечта Member No.: 4 ![]() Класс: Harper Scout Направленность: Истино нейтральный Раса: Человек ![]() |
вышла бета патча 1.64. На шарде будет использоваться только релизы патчей. Поэтому устанавливать для игры на нашем сервере этот патч не нужно. Можете использовать его на свой страх и риск.
Код Windows Full Game Beta Patches Current Available Beta: 1.64 Beta 1 Updated: Wednesday, August 11, 2004, 10:00am MT WARNING: This is Beta code. This software is NOT supported by BioWare nor Atari. NOTES: DO NOT contact Atari about bugs if you have a Beta patch installed. You must uninstall the Beta patch before you try to update to the final patch. You must also delete the Beta patch .zip files in your Neverwinter Nights install directory. 1.64 Beta 1 for Original NWN, NWN: SoU, and NWN: HotU Release Notes: WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.64 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.63 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.63 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.64 TOOLSET. IF YOU WANT TO GO BACK TO 1.61, WE WILL HAVE A 1.64 TO 1.62 PATCH AVAILABLE. Original Campaign: Fixed an issue with Sharwyn not using her Bard Song ability (this should not affect Sharwyn in HotU). Original Campaign: Chapter 2 - The scene at the Pinnacle of the Host Tower should now always fire properly, no matter what. Original Campaign: Chapter 2 - Lenton isn't as busy as he used to be (you can now talk to him again). Original Campaign: Prelude - Fixed a minor error that could occur under specific circumstances when opening a certain chest. HotU: Chapter 2 - Fixed an issue with the teleporter to the Grand Hall in Zorvak'Mur, as it wasn't working properly under a specific set of circumstances. HotU: Chapter 3 - Fix to a rare bug in the Windswept Battlefield area where the 'boss' creature wouldn't spawn in properly, which made him somewhat difficult to kill. HotU: Chapter 3 - When the game ends, we now remove the non-droppable (cursed) flag from all items before doing the final export of the character. This is so that when you take the character into another module, you can drop items such as the Relic of the Reaper. If you already have a character who can't get rid of the Relic (or another item), you can do the following (in single player) - in the chat bar, type: ##DebugMode 1 ##runscript nw_itemreset ##DebugMode 0 If you use this script so that you can drop an item which is part of the module you're currently playing, don't be surprised if the game breaks later on (because the module will expect you to have the item). Only use it to get rid of items that have been stuck to your character from other modules. Fixed problem with shifters losing their merged item properties while in shifted form after a server save occurred, and when switching directly from one form to another using the radial menu. Fixed a problem where unpolymorphing could sometimes leave you walking around just fine while you have zero or less hit points. Fixed a bug that could cause some visual effects to be displayed on your character forever. Most often reported occurrence of this problem was the green paint effect from the goblin archers in the HotU official campaign. Fixed some other issues that could cause effects to not be removed properly from a creature. Fixed some issues with the Red Dragon Disciple not getting the proper hit die rolled at level up. Fixed problem with characters becoming illegal if they multiclassed to a wizard, but their intelligence was too low to even cast cantrips. Devastating Critical now works with bows. Fixed a problem with the PaleMaster's Deathless Vigor feat not always giving the correct hit points. Fixed an issue with the hit points displayed on the level-up summary screen if you just took the toughness feat during your level-up. Fixed the dispel magic text message feedback. It wasn't always displaying the correct spell names. Fixed a problem where some quickbar tooltips were not getting cleared properly when the quickslot became empty. The familiar selection screen will no longer display the familiar's current hit points at 0 all the time. The game no longer displays the "Experience Points Gained:" message when the experience points gained was 0. Fixed some memory leaks. Lootable corpses won't be stripped of items until after the corpse has been looted by a player. Fixed a problem with the wrong message being displayed if you tried to load a module that required one of the expansion packs to use and you didn't have the required expansion pack installed. Fixed a problem with the experience point penalty not always being calculated properly for multiclass characters that had taken a prestige class. Fixed a problem with custom portraits showing up on your party bar as a white box until the player using the portrait entered the same area as you. Fixed a problem with Whirlwind Attack data sometimes being incorrectly sent to players in other areas. Fixed a problem with the Age/Deity information getting lost when you edited an existing character using the "Customize Character" feature. EffectDispelMagicBest() now takes into account the level of the creator of the spell that it is trying to dispel for determining whether the spell is actually dispelled successfully or not. Fixed item properties "Immunity: Damage Type Positive Energy" and "Immunity: Damage Type Negative Energy" Fixed issue where, if you lost a level and no longer had the required level for an item that you had equipped, your character would become illegal. The item is now unequipped automatically if you don't have the level required to equip it after losing a level. Fixed an issue with non-hostile actions (e.g. rest) getting canceled when someone joins your party. Made some changes so that not all hostile actions (i.e. attacks and spells) get canceled when a someone joins your party. Some hostile actions will still be canceled when someone joins your party (and all attack/spells actions directed against other players) which is the intentional behavior. Fixed a problem with the OnStoreClosed scripts not working in saved games. Fixed a couple of problems that could make your inventory items disappear when opening your inventory. One was related to having a placeable container open and then bringing up other panels (e.g. your spell book) that caused your inventory panel to close. The second involved possessing/unpossessing a familiar while your inventory was open. Hopefully that's the last of the disappearing inventory problems. Fixed a problem where, if you saved and reloaded a game while in defensive stance, you could no longer move. Fixed a problem with the remaining number of feat uses for some prestige classes not being calculated correctly when loading a saved game. The Epic Fire Trap item in the standard item palette now has the correct icon. Fixed some saving throw text feedback weirdness with some "On Hit" item properties. Affects Slay Racial Group, Slay Alignment, and Slay Alignment Group item properties. Fixed an issue where clicking "Cancel" in the game options menu wouldn't properly restore your orignal "Hide Secondary Story Tiles" setting. Fixed some issues with head turning. Creatures will no longer turn their heads to look at cutscene invisible players. After going through an area transition, NPCs will now still turn their heads to look at players. Fixed crash caused by calling TriggerProjectileTrap() with SPELL_MELFS_ACID_ARROW specified and origin was a static placeable object. Fixed a problem where clients wouldn't play the spell casting sound if the character casting the spell had the Automatic Silent feat, regardless of the level of the spell that was being cast. Fixed a problem with the "Automatic Still" feat not working correctly with sub-radial spells (e.g. Shadow Conjuration). Fixed a problem with no longer being able to sit in a chair if you had previously destroyed an object while that object was still sitting in the chair. Red Dragon Disciple wings will now be properly removed on level down. The Cloud of Bewilderment scroll item now has the correct description. DM Client: Added ability for DMs to create items directly inside placeable containers (e.g. chests) using the creator. Choose the item to be created in the creator and then target a placeable to have the item created directly inside the placeable. If you drag a "Create <thing>" item from the creator menu to your quickbar, it will now give you useful tooltips for all your DM Creator Quickbar buttons (this will NOT retroactively add the new tooltips to existing DM quickbar buttons). There are also new quickbar icons for the different major categories (i.e. placeables, items, triggers and encounters). DMs can now move undroppable items between a player's inventory and their own inventory and they can drop undroppable items now too. DMs can now use items on their quickbar while possessing creatures with full powers (i.e. if the item is in the DM's inventory, but not the creature's inventory). DMs can no longer force rest other DMs. DMs can no longer jump other DMs around. Fixed some issues with loading saved games that were saved while a DM was possessing a creature. This could lead to a number of different symptoms such as: DMs getting stuck inside creatures and not being able to unpossess them; DMs not being able to possess creatures that they should be able to possess; creatures disappearing entirely from the saved game; or the server crashing. Disabled the ability to polymorph while possessing a creature since doing this would wreck your game. If a DM gave more gold to a player than the player could carry, the feedback message was indicating the wrong amount of gold gained. Fixed a bug where you sometimes couldn't drag items onto your quickbar anymore after DM possessing/unpossessing creatures. DMs no longer broadcast "DM uses <item>" messages to other players when using an item in their DM's inventory. If possessing a creature and using an item from the possessed creature's inventory, then a message will still be broadcast as usual stating "<creature name> uses <item>". Fixed a minor issue where you could hear the DM's footsteps for a few seconds after they disappeared. Neverwinter Nights Aurora Toolset: Added the new SetSkyBox() scripting command. Please look in the toolset for more information. Added GetPhenoType() and SetPhenoType() scripting commands. Added SetFogColor() scripting command. The scripting command GetDamageDealtByType() now works with DAMAGE_TYPE_SONIC. Clarified function comment for CreateItemOnObject(). Fixed GetCreatureHasTalent(). This scripting command was causing a stack underflow error. Fixed the scripting commands EffectDispelMagicBest() and EffectDispelMagicAll() These scripting commands will now use the passed in nCasterLevel parameter. Also, you now no longer need to specify a parameter, in which case these commands will cause the dispel effect to use the level of the creature creating the dispel effect instead. The fixes to these two scripting commands also fixes some existing problems with the Lesser Dispel, Dispel Magic, Greater Dispel, and Mordenkainen's Disjunction spells. Fixed crashes caused by using the scripting commands GetFactionBestAC(), and GetFactionWorstAC(). Fix to the scripting command DecrementRemainingSpellUses() to make it work correctly with Cleric Domain Spells. Fixed crash caused by calling RetrieveCampaignObject() when the object being retrieved was gold and the gold was being acquired by a creature. Fixed problem with ResistSpell() scripting command not working correctly when used with Cleric Domain spells and sub-radial spells in combination with spell absorption effects. Fixed problem with GetTransitionTarget() scripting command returning a random valid object ID if the destination on the trigger did not exist. It will now return OBJECT_INVALID in this case. Fixed problem with GetObjectByTag() not returning OBJECT_INVALID if you passed in an empty string. Fix to scripting commands ActionCastSpellAtObject() and ActionCastSpellAtLocation() to make them work with sub-radial type spells. Fix to make the GetEffectCreator() scripting command work with effects created through the scripting commands EffectSpellFailure(), EffectTurnResistanceIncrease(), and EffectTurnResistanceDecrease(). Fixed value of ACTION_RANDOMWALK constant in nwscript.nss. Fixed a problem with the Scripting Wizard used by the Conversation Editor, where it could use an incorrect constant when checking for certain prestige classes. Fixed crash in scripting command GetReputation() when an invalid type of object was passed in. Fix to scripting command GetRacialType() to correctly return RACIAL_TYPE_INVALID when an invalid object or a non-creature object was specified. Fix to the scripting commands GetNearestObjectToLocation() and GetNearestCreatureToLocation() in order to make them more consistently return the nearest object. Scripting-specific: Made a fix to the shifter manticore spike attack so that it is properly signaled as a hostile action. The shifter's epic gargoyle form now has proper creature items equipped. The shifter/druid epic dragon form has now a more epic creature hide equipped. Fixed a problem where, under certain circumstances, a henchman could not be rehired after removing them from the party with the radial menu option. This would result in the henchman saying they were "here with someone else," when in fact they were not working for someone else. Dwarven Defenders can now take the Two-Weapon Fighting feat. Fixed a small bug with some spells that applied damage to multiple enemies. Fixed a bug with shapeshifting where item properties on an equipped tower shield would be lost while in shifted form. Fixed a bug with some crafting cost calculations. Fixed a rare issue where it was possible that when being healed at a temple, the Wounding effect would not be removed. Fixed minor bug with monster petrification attacks. Made the Sea Hag's Horrific Appearance ability a "Supernatural" effect. Fix to henchman level-up scripting. At very high levels, a certain henchman was not leveling up correctly. Fixed a minor bug that occurred when the player cast resurrection spells on their living henchmen. The spell Phantasmal Killer now respects creatures that are immune to mind-affecting spells a bit better (nw_s0_phankill.nss). The spell Tasha's Hideous Laughter now respects creatures that are immune to mind-affection spells a bit better (x0_s0_laugh.NSS). Fixed a minor bug with the Web spell. Made a fix to the XP2 shapechange feats so that NPCs are able to use them. Made a fix to tangle traps, so that they use the correct saving throw type. Made a fix to the IPGetHasItemPropertyOnCharacter() function, which is a part of the x2_inc_itemprop.nss include file. Fixed epic-level damage bonus for Divine Wrath ability. Fixed saving-throw-adjusted damage for the Sunbeam spell. Fix to bardsong bonuses for epic-level bards. Made a fix to the damage calculation on the breath weapon for the epic-level Dragon Shape ability. Fixed a bug with the Magic Vestment spell where the duration of the visual effect differed from the duration of the actual effect. Druids can now properly scribe Shapechange scrolls. Fixed a bug where the Endurance spell couldn't be scribed. Added spell hook to Endurance spell nw_s0_endurce.nss Fixed the bug where Blackguards' Summon Fiend ability would summon in a Vrock starting at level 10, instead of level 9. Fix to the Shadowdancer ability Shadow Evade - it was not calculating the bonuses properly for Shadowdancers of levels 11 through 14. Fix to the Doom spell. To negate the effects, the target needs to make their saving throw OR resist the spell, they shouldn't need to do both. The Meteor Swarm spell can now be scribed to scrolls. Performed some minor cleanup on a number of character class packages. Fixed a problem with frost and acid_splash traps changing types (IPRP_TRAPCOST.2DA). Made some small optimizations to various portions of the generic scripts. Fixed typo in tde01_edge.2da that caused doorway edge tiles in the dungeon tileset to not be displayed correctly in game. Raised DC's for epic traps as they were too low previously. Fixed a bug in the ambient animation system (x0_i0_anims). Fixed a bug with the Chain Lightning spell (was not capped properly). Fix to the spell Stinking Cloud. It was not respecting poison immunites correctly. Fixed a problem with creature poison attacks. Fix to Bigby's Crushing Hand and Bigby's Grasping Hand spells. Immunity to paralysis should not make you immune to these spells. Fixed size category for a few appearance types (Pit Fiend, Harpy, Bone Golem, Demon Flesh Golem). The Banishment spell now kills the creature instead of simply destroying the creature object. This is to ensure that the creature's OnDeath event fires properly. Made a fix to the damage cap on the Darkfire spell. Custom Content: Added new column to VisualEffects.2da "OrientWithObject" that will cause the visual effect to take on the orientation of the object that it is attached to. This was previously hard coded for the colored back flags that were used in Contest of Champions, but this functionality is now available for custom created visual effects as well by setting the value in this column to '1'. You will need to update your VisualEffects.2da with the additional column if you use this 2da in your hack pack. Added a new visualeffects.2da entry for use with tile magic (Row 511). Soundset.2da will now work correctly when placed inside a hak pack. Added support for 8 new custom animation types: ANIMATION_LOOPING_CUSTOM3 ANIMATION_LOOPING_CUSTOM4 ANIMATION_LOOPING_CUSTOM5 ANIMATION_LOOPING_CUSTOM6 ANIMATION_LOOPING_CUSTOM7 ANIMATION_LOOPING_CUSTOM8 ANIMATION_LOOPING_CUSTOM9 ANIMATION_LOOPING_CUSTOM10 Note: None of the current BioWare creatures use these new custom animation types, they have been added for use by custom content creators. Added more tile path nodes of types f, g, h, i, j, k and l (lower case L) for custom tile set support. TYPE g TYPE h --------- --------- [ | | | ] [ | ] [ | | | ] [---+-+ ] [-+-+ +-] [----/+-] [ | | | ] [-+ | | ] [ | | | ] [ | | | ] --------- --------- TYPE i TYPE j --------- --------- [---+---] [---+---] [ | ] [ ] [-+ | +-] [-+ +-] [ | ] [ ] [---+---] [---+---] --------- --------- TYPE k TYPE f --------- --------- [ | | | ] [ | | | ] [-+ | | ] [ | | | ] [---+ +-] [-+ + +-] [-+ | | ] [ | | | ] [ | | | ] [ | | | ] --------- --------- TYPE l --------- [ | | | ] [-+ | +-] [---+---] [-+ | +-] [ | | | ] --------- Increased the limit on the number of tilesets that the game can use in a module from 24 to 50. 2DA Files Changed in this Update: appearance.2da cls_feat_dwdef.2da cls_feat_sorc.2da des_crft_appear.2da des_crft_scroll.2da iprp_spellcost.2da iprp_trapcost.2da polymorph.2da spells.2da surfacemat.2da visualeffects.2da NOTE: BOTH the 'patch' and 'uninstall patch' for your language are required: http://nwdownloads.bioware.com/neverwinter...7_to1648057.zip English 1.62 to 1.64 Beta patch - HotU+SoU (5.4 MB) http://nwdownloads.bioware.com/neverwinter...7_to1628047.zip English 1.64 Beta to 1.62 uninstall patch - SoU (2.4 MB) This post has been edited by Bes Inc.: 13:13, 12 August 2004 -------------------- Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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#18
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![]() Оруженосец Group: Members Posts: 143 Joined: 22 Jun 2004 From: Главный тракт, девятое дерево слева...Стучать! (Звонок сломался) Member No.: 677 ![]() Класс: Arcane Archer Направленность: Нейтральный злой Раса: Темный эльф ![]() |
Devastating Critial is now working with bows
![]() -------------------- <<< Look at the picture and think once again that you just wanted to tell!
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#19
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![]() Fallen Elven Paladin Group: DMs & Developers Posts: 3.447 Joined: 24 Mar 2004 From: иев Member No.: 414 ![]() Класс: Paladin Направленность: Законопослушный добрый Раса: Светлый эльф ![]() |
Цитата Devastating Critial is now working with bows On Siala, Devastating Critical is not working at all, so who cares? -------------------- Уже шаман, тем более могу настучать в бубен :). Хорошие манеры можно заменить только быстрыми рефлексами. 'Feel the fire's burning wrath. Feel its need to destroy. Draw the flame into you, draw in its power, its heat, its life. Now visualise your enemy, and unleash the fiery death upon them. Watch as they wither and char in the flames. Now again, practice, until it comes with no thought. Battle requires reflex, not thought' --Durizal, the Teacher of Forbidden Lore. |
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#20
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![]() Младший баронет Group: Members Posts: 312 Joined: 2 Apr 2004 From: Киев Member No.: 449 ![]() Класс: Wizard Направленность: Законопослушный добрый Раса: Человек ![]() |
хех ... а кто сказал что у нас 1.63 ?
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#21
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![]() Младший маркиз Group: Members Posts: 1.681 Joined: 20 Oct 2003 Member No.: 74 ![]() Класс: Sorcerer Направленность: Хаотичный нейтральный Раса: Человек ![]() |
гы. 1.64? приколисты эти биоваои
![]() -------------------- Dragonmaw / EU Olvigera / Hunter / NE |
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#22
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![]() Fallen Elven Paladin Group: DMs & Developers Posts: 3.447 Joined: 24 Mar 2004 From: иев Member No.: 414 ![]() Класс: Paladin Направленность: Законопослушный добрый Раса: Светлый эльф ![]() |
БиоТвари панимашь... не успели 1.63 выпустить уже 1.64...
-------------------- Уже шаман, тем более могу настучать в бубен :). Хорошие манеры можно заменить только быстрыми рефлексами. 'Feel the fire's burning wrath. Feel its need to destroy. Draw the flame into you, draw in its power, its heat, its life. Now visualise your enemy, and unleash the fiery death upon them. Watch as they wither and char in the flames. Now again, practice, until it comes with no thought. Battle requires reflex, not thought' --Durizal, the Teacher of Forbidden Lore. |
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#23
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Голодная бездна Group: Hall of Fame Posts: 4.430 Joined: 3 Oct 2003 From: Мечта Member No.: 4 ![]() Класс: Harper Scout Направленность: Истино нейтральный Раса: Человек ![]() |
1.62
Droppable - moved to lootbag ondeath Nondroppable - stays on corpse 1.64 BETA Droppable - moved to lootbag on lootbag open Nondroppable - destroyed on lootbag open -------------------- Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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#24
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Оруженосец Group: Members Posts: 125 Joined: 29 Jun 2004 Member No.: 720 ![]() Класс: Wizard Направленность: Истино нейтральный Раса: Человек ![]() |
Цитата(Bes Inc. @ 15:22, 26 August 2004) 1.62 Droppable - moved to lootbag ondeath Nondroppable - stays on corpse 1.64 BETA Droppable - moved to lootbag on lootbag open Nondroppable - destroyed on lootbag open Что я не все понял....можно по-подробнее если не сложно? -------------------- Лучше гор могут быть только горы..
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#25
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Голодная бездна Group: Hall of Fame Posts: 4.430 Joined: 3 Oct 2003 From: Мечта Member No.: 4 ![]() Класс: Harper Scout Направленность: Истино нейтральный Раса: Человек ![]() |
Цитата(Zmeyka @ 14:45, 26 August 2004) Цитата(Bes Inc. @ 15:22, 26 August 2004) 1.62 Droppable - moved to lootbag ondeath Nondroppable - stays on corpse 1.64 BETA Droppable - moved to lootbag on lootbag open Nondroppable - destroyed on lootbag open Что я не все понял....можно по-подробнее если не сложно? лагать будет меньше в некоторых случаях ощутимо меньше когда мрет много мобов от баньш и т.д. -------------------- Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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#26
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![]() Баронет Group: Members Posts: 472 Joined: 5 Feb 2004 Member No.: 273 ![]() Класс: Ranger Направленность: Хаотичный добрый Раса: Человек ![]() |
Цитата Devastating Critial is now working with bows Покажи идиота который с луком будет качать 25 силы, клив и грейт клив, так необходимые в дистанционном бою. |
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#27
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Виконт Group: Banned Posts: 2.258 Joined: 23 Nov 2003 Member No.: 170 ![]() Класс: Cleric Направленность: Истино нейтральный Раса: Гоблин ![]() |
А вдруг найдутся , или сделают немного другую фомулу достижения девастата на лук например 25 ловкости и какието арчеровские фиты
![]() -------------------- Его Святейшество Калиф, Глава Черного Братства Розовых Пупсов.
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#28
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Голодная бездна Group: Hall of Fame Posts: 4.430 Joined: 3 Oct 2003 From: Мечта Member No.: 4 ![]() Класс: Harper Scout Направленность: Истино нейтральный Раса: Человек ![]() |
бррр
как раз беруться 10 уровней файтыря и будет 5 фитов как раз под нужные для девастата фиты.... -------------------- Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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#29
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![]() Младший баронет Group: Members Posts: 342 Joined: 29 Oct 2003 From: Урал Member No.: 114 ![]() Класс: Cleric Направленность: Хаотичный злой Раса: Темный эльф ![]() |
Бес скажи уже когда вся эта красатень будет ?
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#30
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![]() Баронет Group: Members Posts: 472 Joined: 5 Feb 2004 Member No.: 273 ![]() Класс: Ranger Направленность: Хаотичный добрый Раса: Человек ![]() |
2Авинируc:
Да, это было бы гораздо более логично. По крайней мере не будет дисбаланса между контактниками с девастатом и стрелками с девастатом. Просто ВМ скимитара имеет шанс нанести крит 35%, а с киновым оружием 50%. С девастатом такой чар сам пониманшь кто. ![]() 2Bes: А 25 силы как? Тоже на этих фитах? Не получится. Качать вместо дексы? Атака же никакая будет... До девастата еще и дожить надо, а я представляю себе лучника с такой низкой дексой, чтоб у него было 25 силы. Ты не забывай, что 25 надо базовой силы, без учета шмоток. Да даже если создать такого "лучника", нормальный лучник без девастата, созданный традиционными методами, расстреляет его еще до первого крита ![]() P.S. Только вот хрен ли я тут спорю... Все равно девастата на Сиале нет... ![]() |
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