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 Fate / Another II Ver 1.4A

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TheWorstNewbie

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PostSubject: Re: Fate / Another II Ver 1.4A   Sun Nov 06, 2011 9:40 pm

btw u still need to pay stat points to get dust explosion
so why not just get swap since that can actually have a higher chance of killing an enemy
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l46kok
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PostSubject: Re: Fate / Another II Ver 1.4A   Sun Nov 06, 2011 10:01 pm

TheWorstNewbie wrote:
btw u still need to pay stat points to get dust explosion
so why not just get swap since that can actually have a higher chance of killing an enemy


IT'S

A

DEFAULT

GODDAMN

ABILITY

HOW MANY TIMES DO I HAVE TO SAY THIS

WQRPOJO_QW_)RJQ_QJWTOWPJTPOQJPOTHWP

THEWORSTNEWBIE'S SHAMAN STATUS HAS BEEN REVOKED FOR NEXT 192 HOURS.
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l46kok
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PostSubject: Re: Fate / Another II Ver 1.4A   Sun Nov 06, 2011 10:01 pm

Caladbolgll wrote:
Laruku wrote:
Whats the stats required for ds new attrib

prob as same as the old one 15

Haven't decided on this one. After the balance testing we'll let u know
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TheWorstNewbie

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PostSubject: Re: Fate / Another II Ver 1.4A   Mon Nov 07, 2011 12:54 pm

l46kok wrote:
TheWorstNewbie wrote:
btw u still need to pay stat points to get dust explosion
so why not just get swap since that can actually have a higher chance of killing an enemy


IT'S

A

DEFAULT

GODDAMN

ABILITY

HOW MANY TIMES DO I HAVE TO SAY THIS

WQRPOJO_QW_)RJQ_QJWTOWPJTPOQJPOTHWP

THEWORSTNEWBIE'S SHAMAN STATUS HAS BEEN REVOKED FOR NEXT 192 HOURS.

It says its an attribute skill -.-
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yggdrasil

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PostSubject: Re: Fate / Another II Ver 1.4A   Sat Nov 19, 2011 8:13 am

josph wrote:
wow at changes on archer, stuff would get changed,

60 chaos dmg blades in ubw, so we all get 4th attri now first?

hmm josph chaos damage is not all that great, you know creeps has chaos damage? chaos damage means you do 100% damage on all armor type, BUT you also don't do bonus damage on certain armor type(such as caster cloak). Also berserker's harden skin don't care if you r chaos damage or not, 24 damage will still be reduce straight out.

EternalDevote wrote:
Just make UBW not change the boundaries of the map anymore, especially since it can bug and put your boundaries inside UBW even though your hero never actually went inside UBW.

then how about we bring ubw to the map?? we created a boundary around archer when used and summon the sword on the ground? I would love to see that happening.

macgrady wrote:
Also kok i hope it will not trouble you too much by requesting this. Can you please fix the cam for archer when he ubws? It automatically resets to 50 and have to go through the trouble pasting the cam 150 to be able to see the ubw properly =/ what's the use of hold on if it doesn't hold the cam view in ubw

i think this is actually intended since it kind of make you look like you are trap in an isolated location.

aneq wrote:
actually simo magic type damage for gilga attack does not suck (except for the part when the victim uses A or B)
Maximum magic resist is 25% and every hero gets that much (or more) armor without even spending any points in it.
70% crit rate on gilga and slight buff to attack speed made Chain-o-tron 9000 bit more dangerous

Actually gilga's melee do suck since it is reduce by MR AND armor(that mean he gain a melee penalty against all but venger and fa) and doesn't to any bonus damage on any armor type and is completely blocked by B and reduce by A and he can't melee and chain at once and he is slow as shit.

cementboot wrote:
Looks really good. I'm excited to learn what the new DS attribute will do.

One other really useful feature would be a way for archer to auto have BPA. Not sure if wc3 has a way to send a team message / minimap ping though. Also, increasing FS cooldown is a massive nerf to hrunt. It is already painful to use without the CD reduction att. I would suggest reducing its cost / improving it some other way.

auto bpa is very easily doable and i think that is good idea since we all are using bpa already. I think crane should replace throwing knife when it become available and hrunt should not require far sight casting to be able to use.

kok any say on whether there will be a select pick mode? or any sort of function to improve balance? or ability to auto give control when a player afk for x amount of time?
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EternalDevote
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PostSubject: Re: Fate / Another II Ver 1.4A   Sat Nov 19, 2011 3:16 pm

The problem wasn't that UBW is doing bonus damage to heroes, the problem is UBW is doing reduced damage to zerker


Last edited by EternalDevote on Sat Dec 03, 2011 3:14 pm; edited 1 time in total
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josph

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PostSubject: Re: Fate / Another II Ver 1.4A   Fri Dec 02, 2011 6:16 pm

you forgot ds
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EternalDevote
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PostSubject: Re: Fate / Another II Ver 1.4A   Sat Dec 03, 2011 3:22 pm

josph wrote:
you forgot ds

Doesn't really matter if it does reduced to ds, archer is meant to be around equal to zerker, not ds
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Kouhai-

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PostSubject: Re: Fate / Another II Ver 1.4A   Mon Dec 05, 2011 5:29 am

l46kok wrote:
Release Date: December 25th, 2011
Fate / Another Ver 1.4A Patch Log

Date has been changed to 25th upon Sky's Request
AFFIRMED BY KYO AS WELL


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cementboot

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PostSubject: Re: Fate / Another II Ver 1.4A   Tue Dec 06, 2011 8:45 pm

I expect Christmas outfits on all servants then. And jingle-bells background music.
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EternalDevote
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PostSubject: Re: Fate / Another II Ver 1.4A   Wed Dec 07, 2011 12:33 am

cementboot wrote:
I expect Christmas outfits on all servants then. And jingle-bells background music.

Zerker needs to wear a tux
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KotomineKirei

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PostSubject: Re: Fate / Another II Ver 1.4A   Fri Dec 09, 2011 1:41 am

EternalDevote wrote:
cementboot wrote:
I expect Christmas outfits on all servants then. And jingle-bells background music.

Zerker needs to wear a tux

And we have Gate of Baby~ toy ??
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yggdrasil

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PostSubject: Re: Fate / Another II Ver 1.4A   Sat Dec 10, 2011 10:19 am

EternalDevote wrote:
josph wrote:
you forgot ds

Doesn't really matter if it does reduced to ds, archer is meant to be around equal to zerker, not ds

In overall, changing blades damage to chaos type does this much:
1. Increase damage to zerker by 25%
2. Decrease damage to lancers(both of them) by 25% and all other armor type are completely unaffected since is already 100%
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EternalDevote
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PostSubject: Re: Fate / Another II Ver 1.4A   Sat Dec 10, 2011 7:37 pm

Also increasing the blades damage itself so that's a 3rd point
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TheWorstNewbie

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PostSubject: Re: Fate / Another II Ver 1.4A   Thu Dec 15, 2011 2:07 pm

BGM less without the sounds -.-
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