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		<title><![CDATA[Latest posts for the topic "Calling all nit-picky, detail oriented types (with nothing better to do)!"]]></title>
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				<title>Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Greetings everyone,

I would like to update the website and make sure that all of the information on it is correct sometime within the next several weeks. If you have a moment, please give it a look-see and respond to this post with any errors or omissions that you find.

One addition that I know I will have time to add is a small pic with each artifact and weapon type. If you have any other similarly quick, useful, and easy to implement ideas, respond to this post with a brief synopsis of your idea. 
Tangents and time-intensive ideas will be deleted. [-X 

Thanks in advance for your help!

Shan :)]]></description>
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				<pubDate><![CDATA[Tue, 4 Apr 2006 19:20:32]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Muahahahahha!  :twisted: Fool!  You have given me free reign to point out every error I've ever seen and parade them in front of you ... and not just the obvious ones like missing or errored pages!

 :D 

Now that I have that out of my system, here's the easy stuff right off the top:

<li> "Monster Tongue" is still on the Skill Costs page.

<li> Skill costs are not indicated anywhere for Medic/Monster Master Skills.  While it appears as if all skills are on the description pages, no where is there a cost indicator for them.

<li> Is the Max Adren different between AMs and everyone else?  I thought MA's could get 250, but everyone else was limited to 200.  If that's the case, it should be indicated somewhere.  If it's not ... um ... nevermind.

That's it right off the top of my head.

Oh - and I don't know if this really fits here but ... can we get a better description that explains exactly how "Monster Summoning" and "Monster Points" are different, go together, etc?  I think I understand the Intelligence and HB stuff, but I don't quite understand how the different levels of MS work and how MPs fit in.  Practical examples (like, "If you have MS lvl 5, but only one MP, this is what you can do, but if you have MS 5 and MP 5, this is what you can do ... and if your MS is 1, MP 1, etc").

Not that it's important to BotDoctor ... first he needs to get back to where he was, finish maxing out EH, and then he's not looking at MS until he's like 60 or something.]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 03:25:36]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <blockquote>Calling all nit-picky, detail oriented types (with nothing better to do)! &nbsp;
		</blockquote>


<p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>Muahahahahha!  :twisted: Fool!  You have given me free reign to point out every error I've ever seen and parade them in front of you ... and not just the obvious ones like missing or errored pages!

&nbsp;
		</blockquote>


ROFL the moment I saw that subject line I thought of warning Shantara that she opened the floodgates to the Botfodder Inquisition.  ]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 07:19:07]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Shan i always asked myself if you could read Unreal data contained in the INFO button on the skill page. The same way you read player stats. 

This would merge Skill Cost and Skill Description into one. (Wich is good imo)

And it would also remove lot of update work for you, since you seem to update the info when you change code, changes would be reflected automatically!

Hope it can be simple  :P ]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 08:05:01]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>KitFox wrote:</cite><br>
		<blockquote>Shan i always asked myself if you could read Unreal data contained in the INFO button on the skill page. The same way you read player stats.

This would merge Skill Cost and Skill Description into one. (Wich is good imo)&nbsp;
		</blockquote>
Ug - from what I've seen of Unreal Script, no.  I get the impression that it's similar in use to Java (not JavaScript), where it gets "compiled" into a "binary byte code" that is more easily interpreted by the unreal engine on the fly (but is similarly platform independent).  So pulling the text out of the files, while a *great* idea, is not so much an easy thing to do.

I am, of course, talking out of my butt again, and someone will point out if I've hit that 5%-10% of the time that I'm wrong when I do that.]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 08:18:20]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <blockquote>
 I get the impression that it's similar in use to Java 
&nbsp;
		</blockquote>

In Java we can read bytecode very easylly if not encripted :P]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 09:02:50]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ these are a few mistakes i have found and a few ideas considering you're reorganizing things.

- in "Druid's RPG Stat Caps and Skill Costs", the stats necessary for some skills are wrong. i haven't checked every single one but i know some/all of the adrenaline skills have wrong values. for example it says 5 points for lvl 1 of energy leech but it's supposed to be 2 etc.

- in the "RPG Weapons" sections, the info for slow motion has been missing for a while. (it says "coming soon")

- artifacts special to Adrenaline Class are missing in the "Artifacts" page. (max magic modifier and double magic modifier)

ideas;

- i think the info in this link (exp and point bonuses for sprees) is important enough to be in the front page (i spent a lot of time looking for it the other day): <a href="http://www.disastrousconsequences.com/dcforum/posts/list/1378.page" target="_new" rel="nofollow">link to "DruidsInvasionSpree 1.03 Released" </a>

- this link of all the maps used on the DC server could be a good addition to "Downloads" section in the main page. Instead of directly linking to the maps, if you link to the forum/topic, those who haven't visited the forums might have a chance to do that; <a href="http://www.disastrousconsequences.com/dcforum/posts/list/1647.page" target="_new" rel="nofollow">link to "Hear Ye, Hear Ye: Get your maps here. *(Updated)*"</a>

i'll write more if i remember/see anything.]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 10:04:59]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Experienced Healing is now 9 levels at 1% each level.

Also, I heard that MM can have only have either adrenaline drip or regeneration, and it says in the text that you can't have both, but I have seen that some people have 1 level of both. I don't know if MM can have more than 1 level of both. So, you could probably clear that up. ]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 13:18:00]]> GMT</pubDate>
				<author><![CDATA[ Fro13]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ On the RPG FAQ page, the newer artifacts aren't listed (class specific). They are however covered in the skill descriptions, not sure if it is worth dragging them over there.

Also, the current artifacts aren't described correctly for the different classes.

Example, summoning charm doesn't break for the M/MM
MWM doesn't break for the AM

Depends on how correct ya want it to be.

]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 21:58:52]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ 1) The info on Adrenal Drip is wrong. It is not "...per 5 seconds" anymore.

2) <blockquote><b>Resupply</b>
    Adds 1 ammo per level to each ammo type you own every 3 seconds. &nbsp;
		</blockquote>

This isnt even close. Some guns get 1 ammo per level, but other like the Link Gun and Minigun get far more due to their increased default max ammo.

The formula in the code is like

RegenAmount * (1 + W.AmmoClass[0].default.MaxAmmo / 100)

So it adds at least 1 or the game's default max ammo for that gun divided by 100. (which is what speeds up the assault rifle, mini, and link resupply greatly.)]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2006 13:36:25]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ You're going to want to check all of the stat costs, I think.  They are quite out of date as far as I can tell.]]></description>
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				<pubDate><![CDATA[Sat, 8 Apr 2006 21:00:04]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ On the skills page it says you can't have ultima with ghost]]></description>
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				<pubDate><![CDATA[Thu, 20 Apr 2006 00:20:50]]> GMT</pubDate>
				<author><![CDATA[ DrkSlayer]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Actually I've figured out the whole LM vs MP thing, but what's really lacking anywhere is a table that shows:

LM lvl - Monster you can summon - MPs required - Adren Cost]]></description>
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				<pubDate><![CDATA[Sat, 29 Apr 2006 07:44:32]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ The link to the Player Agreement on the Server Info page returns an error.

Screenshot:

<a href="http://img154.imageshack.us/my.php?image=error9sb.jpg" target="_blank"><img src="http://img154.imageshack.us/img154/3623/error9sb.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a>]]></description>
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				<pubDate><![CDATA[Sat, 29 Apr 2006 10:36:33]]> GMT</pubDate>
				<author><![CDATA[ Bald_Yew]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Thanks to everyone who has helped correct and improve the site. I've made a bunch of changes, and I still have a few left to go. If anyone notices any errors in the new stuff (or old errors that haven't been mentioned yet) feel free to list them.

Here's a summary of what I've done:
--Skill costs have been updated
--MM skills have been added to the skill cost page
--Adrenal Drip description has been updated
--Information on Rage, Reflection, Slow Motion, and Harm weapons has been added
--Skill-specific artifacts have been added
--A page on the Experience Bonuses has been added directly to the website
--Links to the maps and skin downloads have been added


The main things that I still have left to do are creating a Monster Summoning table and adding questions to the FAQ.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 07:33:33]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ I don't know how picky you wanted us to be but here goes.

----------------

<blockquote>Experienced Healing
    Allows you to gain additional experience for healing others with the Medic Gun.<font color='red'>|</font>Each level allows you to gain an additional 1% experience from healing. (Max Level: 9)
    You must be a Monster Master and have Loaded Medic to purchase this skill.&nbsp;
		</blockquote>

Formatting character between sentences.

------------------

I think a semicolon would work better here:

<blockquote>Loaded Medic
    Gives you bonuses towards healing.
 ...
...
   Medic Weapon Maker
    Requires 10 adrenaline. This artifact changes the currently selected weapon into a "super healing" <font color='red'>weapon- </font>an infinite +6 healing weapon.
    If you change a second weapon into a super healing weapon, the first one is destroyed. &nbsp;
		</blockquote>

---------------

<blockquote>Resupply
    Adds 1 ammo per level to each ammo type you own every 3 seconds.
...
...
&nbsp;
		</blockquote>

This statment is true about most weapons, but the weapons that have an ammo capacity of more than 100 by default (assault, link, and mini) will gain more ammo than 1 per 3 seconds.

For link and mini the formula is :

<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>				W.AddAmmo&#40;RegenAmount * &#40;1 + W.AmmoClass&#91;0&#93;.default.MaxAmmo / 100&#41;, 0&#41;;
</pre>
		</div>

I'd have to double check but I believe the link is 3 per level per 3 seconds and the mini is 4 per level per 3 seconds. I'd probably add a note about these guns.

---------------

Also, on the skill costs page, (and Im just very detail oriented so it's probably just me) I think it would look better if Monster Points, Loaded Monsters, Retaliation, and Vampirism were top justified in the left column. As it is now the skill name doesnt line up with the line on the right that says Level 1 = xx... etc

----------------

From the Weapon Info page,

<blockquote>
All magical weapon types, with the exceptions of vorpal and rage, are available on all types of weapons. Vorpal only occurs on lightning guns, sniper rifles, avrils, shield guns, and shock rifles. Rage occurs on all types of weapons except super weapons (e.g. redeemer).&nbsp;
		</blockquote>

Don't forgot about Force and Penetrating. Force is Projectile fire modes only and Penetrating is Hitscan fire modes only.

But then there is the Shock Rifle and Assault Rifle which can be either Force or Penetrating since they have both fire modes.

 :wink: ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 08:01:18]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <blockquote>Harm
    Range: -3 to -1
    Each minus deals an additional 1% damage to you.
&nbsp;
		</blockquote>

This bit sounds a little unclear. It almost sounds like they are dealt damage for shooting or holding it.

-------------

<blockquote>Healing
    Range: 1 to 3
    (Max Healing is +50)
    This weapon heals teammates (including pets and yourself in the case of weapons such as the bio rifle). A message is displayed showing you who has healed you. <font color='red'>You can now also gain 10% experience </font>for healing others. You do not gain exp for healing yourself, for healing self-damage (e.g. if Arcadun hits himself with his own flak, you can heal him but you do not gain exp for healing that portion of the damage), or for healing damage done by rage weapons.&nbsp;
		</blockquote>

Didn't Druid make it so you only get 1% experience for healing?

---------------

<blockquote>Luck
    Range: 2 to 7
    While holding this weapon, fortune smiles upon you. Useful pickups seem to materialize out of thin air in front of you! Each + deals an additional 1% damage.
&nbsp;
		</blockquote>

I just discovered recently that any health or adrenaline pickups that are spawned by a lucky weapon will be double strength. So a lucky weapon holder can spawn adrenaline pills that give +4 adrenaline, health vials that give +10 health, etc...

EDIT: I updated the above paragraph with the correct info that it only affects items spawned BY a lucky weapon.

<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>			if &#40;MiniHealthPack&#40;P&#41; != None&#41;
				MiniHealthPack&#40;P&#41;.HealingAmount *= 2;
			else if &#40;AdrenalinePickup&#40;P&#41; != None&#41;
				AdrenalinePickup&#40;P&#41;.AdrenalineAmount *= 2;
</pre>
		</div>

----------------

<blockquote>Penetrating
    Range: -2 to 4
    Shots fired by this weapon go through any players they hit (like the zoom instagib beam does). <font color='red'>NOTE: This does not apply to monsters,</font> only to human players. Each + (or -) does 2% more (or less) damage.
&nbsp;
		</blockquote>

This is not true, Penetrating does go through monsters. I have proven it by combining the effects of Penetrating and Null Entropy into a single gun and I can 'pause' whole groups of monsters in a line. 

If you'd like to see me prove it with a demo just say the word.
 :D 

------------------

<blockquote>Piercing
    Range: -2 to 6
    Damage from this weapon ignores damage reduction. Each + or - deals 2% more (or less) damage.&nbsp;
		</blockquote>

This is no longer 100% accurate. The code now ignores the DB and DR stats ONLY if they would deal more damage than the weapon normally would.

-------------------

<blockquote>Reflection
    Range: 1 to 7
    This weapon has a chance to reflect damage dealt to you by energy weapons (such as Skaarj energy). Each + increases your chance of reflecting the damage. Each + adds 2% more damage.
&nbsp;
		</blockquote>

I've also discovered recently that Reflecting works the exact same way a Shield Gun does(i.e., it will only reflect if the damage is in a 68 degree 3-dimensional radius directly in front of you, so any damage from behind you will never be reflected). Not sure if you want to include new info about this or not.

--------------------

Lastly, you don't have summon charm info that reflects the summon charms a M/MM player gets. 

-----------------

Aren't you absoultely sick of my nit-picking now?]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 08:38:07]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Excellent post v0rTeX. The only minor comment I have is on the Piercing bit. 
<p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote><blockquote>Piercing
    Range: -2 to 6
    Damage from this weapon ignores damage reduction. Each + or - deals 2% more (or less) damage.&nbsp;
		</blockquote>

This is no longer 100% accurate. The code now ignores the DB and DR stats ONLY if they would deal more damage than the weapon normally would.
&nbsp;
		</blockquote>
Obviously you know it takes the maximum of the damage with stats and the damage without stats. To me it would perhaps read better if the 
<blockquote>The code now ignores the DB and DR stats ONLY if they would deal more damage than the weapon normally would.&nbsp;
		</blockquote>
read like
<blockquote>The code now ignores the DB and DR stats if the weapon will do more damage without them.&nbsp;
		</blockquote>
Any post that long is bound to have a few typos in. 
But you picked up on the fact that the description was wrong, which I hadn't noticed.

And thanks for the extra info on Reflecting and Luck weapons  :) 
 ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 11:38:09]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Well yeah I didn't mean it should be phrased like I put it, just better than it was. Your description is better I must say.

Also, an update on the Luck part. I realize now what that code means after having tested it first hand.
Not ALL health and adrenaline pickups will be doubled for the holder of a luck weapon, but rather, any health or adrenaline pickups that are spawned BY a luck weapon will be double strength.

Honestly the only reason I know all of this is because I spent alot of time staring at the code while I was trying to figure out what new things I could make without having to write any of my own original code.  :wink: ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 14:22:09]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <blockquote>Slow Motion: 
Range: -5 to -1
Each - does 2% less damage and shoots the ammo more slowly.&nbsp;
		</blockquote>

When I shoot slow mo weapons, the ammo actually freezes and stops right in front of me, a la Matrix style.  I don't know if that is the desired effect but that is what happens.  ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 20:55:48]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ More examined:

--For clarification, making non-LA players have an adren max of 200 vs the LA max of 250 was something we looked at a long time ago and concluded that coding-wise it was just close enough to impossible to not bother.

--Updated site to indicate that MM can have both regen and adren drip at the same time.

--As for formatting-type things, I'm not interested in whether or not it looks pretty. If something is disorganized enough that it does not make sense, let me know, otherwise I'm just going to leave it be.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 21:05:00]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote><blockquote>Slow Motion: 
Range: -5 to -1
Each - does 2% less damage and shoots the ammo more slowly.&nbsp;
		</blockquote>

When I shoot slow mo weapons, the ammo actually freezes and stops right in front of me, a la Matrix style.  I don't know if that is the desired effect but that is what happens.  &nbsp;
		</blockquote>

Yes, that's how it's supposed to work.  In fact, if a loaded artifact player uses the double magic artifact with a slow mo, the shots will go backwards!]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 22:49:03]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote><p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote><blockquote>Slow Motion: 
Range: -5 to -1
Each - does 2% less damage and shoots the ammo more slowly.&nbsp;
		</blockquote>

When I shoot slow mo weapons, the ammo actually freezes and stops right in front of me, a la Matrix style.  I don't know if that is the desired effect but that is what happens.  &nbsp;
		</blockquote>

Yes, that's how it's supposed to work.  In fact, if a loaded artifact player uses the double magic artifact with a slow mo, the shots will go backwards!&nbsp;
		</blockquote>

Well the only one that should keep the shots from moving at all is Slow Motion - 5. All others should have some movement to them in one direction or the other.

Also, the Bio Rifle and Flak Secondary act differently than the shock balls, rockets, and link primary. On these particular weapons, Slow Motion has less to do with how fast they travel and more to do with how far they travel before hitting the ground. I haven't tested it but I would imagine that bio and flak canisters don't freeze midair like the rockets can. And I suppose Assault Rifle grenades would fall under this category as well.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 04:50:27]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>Shantara wrote:</cite><br>
		<blockquote>--As for formatting-type things, I'm not interested in whether or not it looks pretty. If something is disorganized enough that it does not make sense, let me know, otherwise I'm just going to leave it be.&nbsp;
		</blockquote>

Understood. But are you still planning to fix the errors where the information is wrong/incomplete/missing? I listed at least 6 of these types of errors.

 :wink: ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 04:53:19]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote>
Understood. But are you still planning to fix the errors where the information is wrong/incomplete/missing? I listed at least 6 of these types of errors.

 :wink: &nbsp;
		</blockquote>

Well, I *was* planning on fixing errors from everyone else but you, but since you mentioned it, I supposed I'll do those as well . :) J/k

Of the top of my head, I think I fixed everything from your original response (i.e. the one before my first fixes) with the exception of resupply, which I need to look into further. The little blurb about that came directly from Mysterial's code, which I never bothered to question or think about, so I'll get back to you on that one. Any errors mentioned after my first fixes have been added to my to-do queue. :)]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 17:39:02]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ One thing I've noticed as a rather large error is the Experience table.  Where my Medic character:  Doctor_Icey is level 28, he only needs 2300 experience to level up, whereas on the experience chart here at DC.com says that he should need a whopping 4713, almost double of what is required of my character at the moment.

I think that's good for now, I'm off to nitpick at the site some more!

*waves banner of the BotDoctor Inquisition* Viva la Bot!]]></description>
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				<pubDate><![CDATA[Fri, 30 Jun 2006 21:17:21]]> GMT</pubDate>
				<author><![CDATA[ Icey]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>Icey wrote:</cite><br>
		<blockquote>
*waves banner of the BotDoctor Inquisition* Viva la Bot!&nbsp;
		</blockquote>
:))rofl :))
Looks like bots building himself an army or maybe a cult^:)^ . 
I wonder what his intentions are....]]></description>
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				<pubDate><![CDATA[Fri, 30 Jun 2006 23:44:25]]> GMT</pubDate>
				<author><![CDATA[ Fro13]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>Icey wrote:</cite><br>
		<blockquote>One thing I've noticed as a rather large error is the Experience table.  Where my Medic character:  Doctor_Icey is level 28, he only needs 2300 experience to level up, whereas on the experience chart here at DC.com says that he should need a whopping 4713, almost double of what is required of my character at the moment.&nbsp;
		</blockquote>
In defense of what you read vs. what you experience, I think we're still under the reduced requirements for leveling for levels 5-35, as per the server's <a href="http://www.disastrousconsequences.com/dcforum/posts/list/1853.page" target="_new" rel="nofollow">unfortunate early April vacation.</a>  I think Dru has either forgotten (as I'm fairly certain it's been more than 40 days) or just hasn't had the opportunity to put things back the way they are intended to be.
<p></p>

		<cite>Icey wrote:</cite><br>
		<blockquote>*waves banner of the BotDoctor Inquisition* Viva la Bot!&nbsp;
		</blockquote>
Ah, the underground arm of the public face ... keeping those in authority on their toes, and providing the unknowing with information containing <b>way</b> too much detail (and the occasional accidental error).]]></description>
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				<pubDate><![CDATA[Sat, 1 Jul 2006 06:52:27]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>Fro13 wrote:</cite><br>
		<blockquote><p></p>

		<cite>Icey wrote:</cite><br>
		<blockquote>
*waves banner of the BotDoctor Inquisition* Viva la Bot!&nbsp;
		</blockquote>
:))rofl :))
Looks like bots building himself an army or maybe a cult^:)^ . 
I wonder what his intentions are....&nbsp;
		</blockquote>
Well, you know ... the whole "Kneel Before Zod" thing hasn't seem to have taken off yet.

My intentions are a secret!  Even to me!]]></description>
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				<pubDate><![CDATA[Sat, 1 Jul 2006 06:53:58]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Ahhh, didn't know that the server had been offline for a month, I apologize that I was incorrect in my post. Then again, this just means I get to find more things to point out! *evil grin*

Let's see.... Ooh! There's no screenshots of people writing things in the air with the Slow Motion -5 Shock Rifles or Link Guns! I have triumphed over the odds yet again.... or.... something like that.... Muaha!

To BotFodder: I'm working on a warchant for the cult right now, would it be all right if cow kites and trojan kegs were involved?  :P ]]></description>
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				<pubDate><![CDATA[Sat, 1 Jul 2006 07:45:25]]> GMT</pubDate>
				<author><![CDATA[ Icey]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ The server wasn't offline for a month, she had a um, incident. :) But anyway, the exp table shows what the table used to be and has not yet changed because it is still under occasional discussion about whether or not we're keeping it.

If anyone has any thoughts about the xp table, feel free to generate a new thread for discussion. As far as the website goes, we'll leave the old one there until we make a final decision.]]></description>
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				<pubDate><![CDATA[Sat, 1 Jul 2006 09:57:27]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Hey - as I've seen scattered around the forums, there's a variety of email addresses you folks use now for different issues (like abuse, admin stuff, etc).

You might want to create a central FAQ item that lists the different email addresses (if it matters) that people should email for different issues.  Sufficiently spammer sweep proof, of course.

(If people can't figure out how to change "at", or "(at)" to @, and "DOT" or whatever to ., then you probably don't want to hear from them anyway)]]></description>
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				<pubDate><![CDATA[Sun, 2 Jul 2006 08:40:35]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ All emails should now go to administrators@dc. If you would be so kind to point out specific posts, I'd be happy to go correct that. :)

]]></description>
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				<pubDate><![CDATA[Sun, 2 Jul 2006 09:50:12]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Dru's got an abuse post at:

http://www.disastrousconsequences.com/dcforum/posts/list/861.page

That sends you to:

http://www.disastrousconsequences.com/dc/abuse.jsp

That has an address that is not administrators@]]></description>
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				<pubDate><![CDATA[Sun, 2 Jul 2006 10:52:57]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Oh and the Donations page still has unreal@ - so I would guess:

unrealabuse1@ is where complaints about rules violations with no admin on should go

administrators@ is where "I've been banned what did I do you're so mean!" emails should go (though personally I'd not object to "devnull@" being used sometimes)

unreal@ is the paypal address/slot discussions go

At least, that's how things stand now.  If any of this is incorrect, the appropriate pages should be updated.  If it's all correct, a short FAQ item added to http://www.disastrousconsequences.com/dc/rpgfaq.jsp like:
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>Who to email when:

See the Donations page regarding the email address for donations via
PayPal or other donations/slot issues

See the Abuse page for information regarding how to lodge an abuse
complaint

For all other issues, email administrators@ - understand that responses
may not necessarily be immediate, and action on your request could take
a couple of weeks &#40;or more, depending&#41;.</pre>
		</div>
Mind you, I'm well aware of how questionable my accuracy on this particular dart board might just be.  I'll be lucky if I actually hit the board, period ...]]></description>
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				<pubDate><![CDATA[Mon, 3 Jul 2006 07:56:03]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ The RPG FAQ has been updated further. If you get the inkling, check it out and see if there is any new-person-type question that I missed:

<a href='http://www.disastrousconsequences.com/dc/rpgfaq.jsp' target='_new' rel="nofollow">http://www.disastrousconsequences.com/dc/rpgfaq.jsp</a>]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 16:51:33]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ Very thorough and the links make it easy to read, should answer the questions from new players relatively quick and painless   :wink: ]]></description>
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				<pubDate><![CDATA[Thu, 10 Aug 2006 17:12:27]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ That is, if they come read the forums first...]]></description>
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				<pubDate><![CDATA[Fri, 11 Aug 2006 11:14:01]]> GMT</pubDate>
				<author><![CDATA[ Hobo_Joe]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ In the artifacts section -

<blockquote><b>Globe of Invulnerability</b>
    Makes you invulnerable to damage, with the exception of Rage weapons' self-damage.
    Consumes 12 adrenaline per second.
&nbsp;
		</blockquote>

From my experience the rage weapons do not affect you if you have the globe on.]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 17:46:41]]> GMT</pubDate>
				<author><![CDATA[ kyraeu]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>kyraeu wrote:</cite><br>
		<blockquote>From my experience the rage weapons do not affect you if you have the globe on.&nbsp;
		</blockquote>
Correct, rage weapons do not cause the player to take damage if they have a globe running.]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 17:54:36]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <blockquote><b>Energy Leech </b>
Whenever you damage another player, you gain 1% of the damage as adrenaline. Each level increases this by 1%. (Max Level: 5) 
&nbsp;
		</blockquote>I think you do not get adrenaline for damage done by rage weapons, or from poison damage.

Is this a feature or a bug?]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 10:51:33]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ In the RPGFAQ you have <blockquote>How do I become a weapons master?

First, you must buy the Weapon Master class skill. You can only put one point in this skill. Then, the next most useful skill is Loaded Artifacts. Read the info on that skill. 
Other useful skill/s to buy as a Weapon Master: extra damage bonus, Resupply, Vampirism and/or Regeneration.&nbsp;
		</blockquote>Perhaps ought to read 'Loaded Weapons'?]]></description>
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				<pubDate><![CDATA[Tue, 26 Sep 2006 00:36:31]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>In the RPGFAQ you have <blockquote>How do I become a weapons master?

First, you must buy the Weapon Master class skill. You can only put one point in this skill. Then, the next most useful skill is Loaded Artifacts. Read the info on that skill. 
Other useful skill/s to buy as a Weapon Master: extra damage bonus, Resupply, Vampirism and/or Regeneration.&nbsp;
		</blockquote>Perhaps ought to read 'Loaded Weapons'?&nbsp;
		</blockquote>It still says Weapon Masters need to buy Loaded Artifacts :(]]></description>
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				<pubDate><![CDATA[Thu, 22 Mar 2007 14:55:16]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ :)]]></description>
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				<pubDate><![CDATA[Fri, 23 Mar 2007 13:37:03]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Calling all nit-picky, detail oriented types (with nothing better to do)!</title>
				<description><![CDATA[ It is not explained in the Ultima skill whether you get points / XP for the deaths of the monsters you kill with the blast, it be your 1st death, then ghost, or second and absolute death.  Also, if  your the last man to die, that the blast wont kill anything as once your dead, the game is over at that point and the blast damage is void.]]></description>
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				<pubDate><![CDATA[Thu, 19 Apr 2007 13:24:30]]> GMT</pubDate>
				<author><![CDATA[ Flak Monkey]]></author>
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