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Shantara

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Joined: 12/19/2004 18:35:28
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Icey wrote:
As far as healing monsters goes....

Now that we medics don't get experience for healing our monsters, it's more difficult to tell just how badly our monsters are injured mid-wave. Would the best way to fix that problem be to get the Awareness skill, or just make sure to pump 10-15 flak rounds into our pets between each wave to ensure that they'll be able to take hits this oncoming round?

I'm not complaining, although I must say it was nice getting 50-100 extra experience every round just by healing my pet between waves.  


Please do not hijack this thread. Questions about strategy are best asked elsewhere.

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S1nG


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Joined: 09/07/2005 07:36:18
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is it released to public?
BotFodder

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Joined: 01/13/2006 15:23:41
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Here I am answering for Druid again. I should really stop doing that. It's gonna get me in trouble some day.

S1nG wrote:
is it released to public? 

No.

Dru has said the next release version of Druids RPG will be numbered version 2.0/200 (or something along those lines).

Rest assured, the place to look to find it when it actually is available will be:

http://www.disastrousconsequences.com/dc/download.jsp

With every other publicly released mod Dru has done.

Understand that Dru has some plans for future development, as well as significant changes to the mod, before the next release (which will in all likelihood go through a significant "burn in" on the DC server before it's declared "stable" and "ready for public use"). See:

http://www.disastrousconsequences.com/dcforum/posts/list/2201.page

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BotFodder

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Joined: 01/13/2006 15:23:41
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TheDruidXpawX wrote:
Also, from the reports I'm hearing, it doesn't stack with triple damage, probably because the damage is considered super weapon damage. 

It does stack with Double Damage, according to at least one player.

In my experience so far (in version 195), the 15% adren thing seems pretty good. Adren still goes quick on a Titan wave, but at least it takes three or four shots on like 3 titans before it stops.

One little math thing I've noticed (not that I've looked at the code yet) in my experience with it so far:

If you don't have sufficient adren to send the bolts out, they don't go out (which is the way it should be). However, if you have adren (more than 0) but less than enough to send the bolts out, the artifact remains "active", it just doesn't send the bolts out.

As a further explanation of the behavior, I'll get to a point sometimes (particularly on titan waves) where the bolts don't go out, but if I kill a few things, get sufficient adren, bolts go out again. This can be a little confusing until you figure out what's exactly happening ...

Let the debate begin on whether this behavior should be changed to "insufficient adren? stop!" or if it should continue as is. I could go either way, and am fairly apathetic about it - the delayed bolts can be a pleasant surprise.

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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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Please see the release announcement!

http://www.disastrousconsequences.com/dcforum/posts/list/2246.page

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

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