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		<title><![CDATA[Latest posts for the topic "Double Magic Modifier"]]></title>
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				<title>Double Magic Modifier</title>
				<description><![CDATA[ I noticed with the double-magic artifact when I activate it there's a delay and then I get a message saying "Your weapon is a +10 Shield Gun" or whatever.  Does this mean that any shots fired before I see that message are regular?  Also, is this delay affected/decreased by speed switcher and speed switcher 2?]]></description>
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				<pubDate><![CDATA[Tue, 28 Mar 2006 23:03:01]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ I got the answer on that today 320.

Even if the message takes 2-3 seconds to appear, the effect is instant. I was having fun now that i have Quickfoot 5, i made a Quickfoot 6 Flak.

Then i tryed to Double Magic it (Quickfoot +12), since the speed effect is easylly noticable, i was accelerating instantly.  :shock:  (And decelerating instantly on deactivation.)

Then i tryed to run a speed combo with Double Magic running on a Quickfoot 12.

I can just tell you one thing -> Dont try this on ElecticField. Hahah.]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2006 08:35:11]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote>I noticed with the double-magic artifact when I activate it there's a delay and then I get a message saying "Your weapon is a +10 Shield Gun" or whatever.  Does this mean that any shots fired before I see that message are regular?  Also, is this delay affected/decreased by speed switcher and speed switcher 2?&nbsp;
		</blockquote>

It's instantanious. The effect is delayed because the client doesn't know until the next replication of data from the server that the weapon has changed. I snooze the notification for a bit to make up for it.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1837.page#15395</guid>
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				<pubDate><![CDATA[Sun, 9 Apr 2006 10:03:58]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <blockquote>
It's instantanious. The effect is delayed because the client doesn't know until the next replication of data from the server that the weapon has changed. I snooze the notification for a bit to make up for it. 
&nbsp;
		</blockquote>

I dont know how scripting works but...

Why not updating it on client as soon as user hit the button instead of the server doing the job? It would even free some bandwith!

Sorry if my question is dumb tough  :P ]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2006 10:12:51]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]Why not updating it on client as soon as user hit the button instead of the server doing the job? It would even free some bandwith!&nbsp;
		</blockquote>

While it's potentially possible the client might be able to do the action of updating it, it would still have to tell the server it had been done. Until that time, the server would think the weapon at a different level than the client.

Also, from a security perspective, this is giving the client far too much exploitable power, as it would be possible for someone to change the client to send the notification, but not follow the rules of how it's turned on and off ;)]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2006 21:15:39]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]I got the answer on that today 320.

Even if the message takes 2-3 seconds to appear, the effect is instant. I was having fun now that i have Quickfoot 5, i made a Quickfoot 6 Flak.

Then i tryed to Double Magic it (Quickfoot +12), since the speed effect is easylly noticable, i was accelerating instantly.  :shock:  (And decelerating instantly on deactivation.)

Then i tryed to run a speed combo with Double Magic running on a Quickfoot 12.

I can just tell you one thing -> Dont try this on ElecticField. Hahah.&nbsp;
		</blockquote>

Ah, good stuff Kit!  Great idea coming up with that test method.  ]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2006 23:10:05]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ Well if you want to see what an Adren Master is capable of creating with the modifier charms, here is something to surely spread the greeness of envy.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1837.page#15492</guid>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 16:43:51]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ Yeah but with that kind of weapon you get no xp.

It the worst weapon you can do imo.]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 19:15:27]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]Yeah but with that kind of weapon you get no xp.

It the worst weapon you can do imo.&nbsp;
		</blockquote>

I'm pretty sure you get the xp for fragging a titan with a vorpal hit.

Is this not the case?]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 22:24:43]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ Damage of the shot that kills and one for the kill is all I have noticed that is awarded. It would be nice if the remainder of life was given as exp too when the gib hit kills, but I think that would be a bit over the top.

On the other hand, vorpals are pretty rare........... :wink: ]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 22:29:22]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ I am not sure you even get damage exp for the shot that kills.
If I have say 100 exp, and a normal shock hit on a titan gets me 2 exp for the damage, then

hitting a titan knocks me up to 102 exp
hitting it again knocks me up to 104 exp
if the next hit is vorpal, then I go to 105 and the titan is dead.
Start on the next titan, vorpal first shot, exp now 106.


Druid: The Pawn.Died call just seems to add one exp when it kills the monster. This could be because it sets the health to zero directly, so the call to Level.Game.Killed, which calls ScoreKill, thinks all the damage exp has already been allocated?
]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 00:28:01]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ Sorry, let me correct myself.

I mean you get xp for normal hits.

But you only get 1 xp when it gibs. +22 vorpal gibs so often that it makes you loose tons of xp. (And it makes other people loose tons of xp too)]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 02:35:57]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>KitFox wrote:</cite><br>
		<blockquote>Yeah but with that kind of weapon you get no xp.

It the worst weapon you can do imo.&nbsp;
		</blockquote>
But the game is about fun, not xp. Xp is merely a route to having more fun. And it really is great fun popping titans with a vorpal+22.

Plus, people after a high score are more concerned with killing things fast.]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 03:08:31]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <blockquote>
But the game is about fun, not xp. Xp is merely a route to having more fun
&nbsp;
		</blockquote>

Yep. But its just me, i dont make fun poping stuff with a vorpal. I'm not really proud of me, and i feel like i steal. I hear that little voice in my head each time i hear the gib sound saying <b>Hey! You gibbed a mob. It gives nothing and someone else would have made xp from that!</b> But this is just me. Maybe i think too much :P

<blockquote>
And it really is great fun popping titans with a vorpal+22. 
&nbsp;
		</blockquote>

Definatelly fun to try it at least once   :D 
]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 06:04:19]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ I'll set up a test later tonight to see if I can confirm that vorpals only grant 1 exp when they pop.
The theory is that when it pops, it just says 'kill pawn' instead of 'damage pawn until dead' or 'deal some really insane number of damage points'. 

And since RPG grants exp based on 

<b>(damage taken / starting health) * score value</b>

 it probably cant grant exp for vorpal because it would look like

<b>(zero damage / starting health) * score value</b>

If you were to shoot a monster with a super shock rifle it might grant full experience since the SSR isnt instant kill, it just deals 10,000 damage.
But since vorpal kills instantly it isn't necessarily the same.]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 06:09:09]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ Vorpal doesn't check for if the victim has a globe or protection+10 weapon running, so it will give slightly different results to a 'super shock' doing massive damage.

However, having said that, if you are talking about 10000 damage,  I think once you get above 1000 damage, it automatically classes the weapon as a superweapon and so does not check for protective weapons or artifacts.

So are you suggesting Druid may be better off just setting the Vorpal damage to 10000 instead of doing an instagib? I am not sure though if this will let abilities like Vampire work on the damage?]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 06:35:53]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>].....and i feel like i steal. I hear that little voice in my head each time i hear the gib sound saying <b>Hey! You gibbed a mob. It gives nothing and someone else would have made xp from that!</b> But this is just me. Maybe i think too much :P
&nbsp;
		</blockquote>

I look at it from a perspective you might not see Kit, that mob is killing low level players right and left. If I can thin the herd with a few gibs and save some team mates, woohooo!!

I always disliked the "face down in the mud" syndrome where all I could do is watch peeps play. If I can help others avoid that, again, woohooo!!

<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>hitting a titan knocks me up to 102 exp 
hitting it again knocks me up to 104 exp 
if the next hit is vorpal, then I go to 105 and the titan is dead. 
Start on the next titan, vorpal first shot, exp now 106. &nbsp;
		</blockquote>

From what I have seen v0rTeX, Szlat hit the nail on the head. This is pretty much what I witness with any vorpal, +22 or otherwise.

I usually run a triple damage if I manage to get a +11 instead of bumping it up to a +22 because of the fewer 'pops' and more damage/experience that I can do/earn. I just thought I'd make a screen shot of the +22 for the sake of envy. >:) 
]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 07:06:35]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <blockquote>
I look at it from a perspective you might not see Kit, that mob is killing low level players right and left. If I can thin the herd with a few gibs and save some team mates, woohooo!! 

I always disliked the "face down in the mud" syndrome where all I could do is watch peeps play. If I can help others avoid that, again, woohooo!! 
&nbsp;
		</blockquote>

Interesting point of view  :?  :D 

It made me remember the days i was dying each waves  :oops: ]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 08:32:13]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>So are you suggesting Druid may be better off just setting the Vorpal damage to 10000 instead of doing an instagib? I am not sure though if this will let abilities like Vampire work on the damage?&nbsp;
		</blockquote>

I'm not suggesting anything. Merely trying to explain the theory. Druid asked if Vorpal does not give full exp for killing the monster. I personally think that if it does not grant you full exp that is the trade off for an instant pop. I like it that way.

As for vamp, I dont think vampirism grants you health based on how much damage you 'tried' to do to the monster. I think it calculates how much actual damage occured and then rewards health accordingly.

But again, I don't know for sure since I dont play with SSR in invasion much. It is yet another theory that wouldn't be hard to test.]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 15:20:27]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote>As for vamp, I dont think vampirism grants you health based on how much damage you 'tried' to do to the monster. I think it calculates how much actual damage occured and then rewards health accordingly.&nbsp;
		</blockquote>
Agreed. But I think superweapons bypass the code that lets abilities like Vampire work. So you get no vampire health back from superweapons. (From the Vampire ability this is, I am not talking about vampire weapons)

So if the Vorpal changed to do 10000 damage, it would get classified as a superweapon, and so would not give vampire health back to the user. Having said that, I don't think it gives vampire health back at the moment in it's current form either.

An alternative would be to implement it the same as piercing, bypassing DR etc, but set the damage to be equal to the victim's health. Simple enough, and would give xp, adrenaline, vampire etc.
]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 15:59:43]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Double Magic Modifier</title>
				<description><![CDATA[ Well I have never looked at the code to see what constitues a superweapon so I have no idea what the ramifications are.

I have done my testing.
I confirmed that Vorpal <b>DOES NOT</b> grant you any experience, aside from the 1 exp bonus for the kill, when it 'pops'.

I have also confirmed that the Super Shock Rifle does indeed give you the full experience for it's one hit kills because of its high damage number thing.

As always, if you doubt me please speak up so I can post a demo of what I did proving me right.
(That was not aimed at anyone in particular, just a statement.)
 :wink: 

As I said before, I like Vorpal just the way it is. Your penalty for getting an insta-pop on a monster is that you lose the experience it would have been worth. However, if you like vorpal but want to reduce the pop chance, just do what has already been suggested, max it and use the triple for super damage.]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2006 17:31:23]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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