Is it true Ithzir flares won't work in places you cannot fog into; ie. Nelemar, Rift, OTF? If so, is this a system that has plans for updates in order to reconfigure this special armor group to work in the three (four counting Grimwarm camps) capped hunting areas available?
Ithzir Flares on 11/02/2014 08:59 PM CST
Re: Ithzir Flares on 11/03/2014 02:12 AM CST
I can't speak from first person experience to capped hunting grounds, but I can say that I don't believe I've ever had my Izthir flares fire in Darkstone, which is kind of in the same boat as far as fogging ability. So.. maybe? Mostly I see them fire during bandit bounties when they manage to land a stunning maneuver. I haven't seen them fire much, if at all, in the Stronghold but that could be because I get incapacitated so rarely. I'm either very alive or very dead, usually from a stone fist.
Glurph
>wtrick tslice
You try to stuff your razern morning star in your ear.
Glurph
>wtrick tslice
You try to stuff your razern morning star in your ear.
Re: Ithzir Flares on 11/03/2014 07:46 AM CST
My Ithzir flares do not fire off in any capped hunting area. The only time I see them is when I'm doing bandits. The solution is to get a high enough rank in one of the sub groups of ithzir flares to make use of other abilities besides the emergency teleport.
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
Re: Ithzir Flares on 11/03/2014 12:47 PM CST
Re: Ithzir Flares on 11/03/2014 02:55 PM CST
Totally agree with Keith, in general. The allure of Ithzir flares for me isn't necessarily in the fogging effect. I'm halfway up the healing tree (3rd step as soon as I have a chance to hook up with Wyrom for the EG win), and that has been the huge boon for me. If I get splattered in a place like Darkstone where the fog effect isn't firing, the shrug ability to auto-heal is pretty damned convenient. It will be even better once wound reduction starts happening on the next step.
Glurph
>wtrick tslice
You try to stuff your razern morning star in your ear.
Glurph
>wtrick tslice
You try to stuff your razern morning star in your ear.
Re: Ithzir Flares on 11/03/2014 05:14 PM CST
Re: Ithzir Flares on 11/03/2014 08:21 PM CST
BUG found with Ithzir flare
H>sub Hobbit
You are beginning to feel a little fatigued.
[Roll result: 274 (open d100: 193) Penalties: 0]
You spring from hiding and deliver a blow to Hobbit's head!
Hobbit is paralyzed!
Roundtime: 5 sec.
R>l
[Teras Isle, Logging Road - 1995]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town. You also see the icy blue Hobbit disk and the Mumblz disk.
Also here: Hobbit who is lying down
Obvious paths: east, west
R>stance neut
You are now in a neutral stance.
>att
Roundtime: 3 sec.
R>'see thats NOT working
You squeakily say, "See thats NOT working."
>att
>
Roundtime: 3 sec.
R>stance off
You are now in an offensive stance.
>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Before your attack can connect, a sudden burst of fog erupts in a momentary swirl around Hbbbit. When the fog clears, Hobbit has vanished, leaving only a faint trail of fog leading through a cobblestone road.
Roundtime: 3 sec.
Attacking a person wearing Ithzir flaring (Tier 0) armor after using rogue subdue, NO endrolls, NO hits.
H>sub Hobbit
You are beginning to feel a little fatigued.
[Roll result: 274 (open d100: 193) Penalties: 0]
You spring from hiding and deliver a blow to Hobbit's head!
Hobbit is paralyzed!
Roundtime: 5 sec.
R>l
[Teras Isle, Logging Road - 1995]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town. You also see the icy blue Hobbit disk and the Mumblz disk.
Also here: Hobbit who is lying down
Obvious paths: east, west
R>stance neut
You are now in a neutral stance.
>att
Roundtime: 3 sec.
R>'see thats NOT working
You squeakily say, "See thats NOT working."
>att
>
Roundtime: 3 sec.
R>stance off
You are now in an offensive stance.
>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Roundtime: 3 sec.
R>att
Before your attack can connect, a sudden burst of fog erupts in a momentary swirl around Hbbbit. When the fog clears, Hobbit has vanished, leaving only a faint trail of fog leading through a cobblestone road.
Roundtime: 3 sec.
Attacking a person wearing Ithzir flaring (Tier 0) armor after using rogue subdue, NO endrolls, NO hits.
Re: Ithzir Flares on 11/04/2014 03:41 AM CST
I'm not sure I understand the bug.
It looks like it is working as intended. When the armor script "flares", there would be no endroll or hit. It kicks in prior to an attack resolution.
I'm not sure if its coded to work with cmans (probably), but the subdue may just have fallen in the 80% chance for it NOT to flare.
T0 has 20% chance to flare, assuming there are armor charges left for the day.
It looks like it is working as intended. When the armor script "flares", there would be no endroll or hit. It kicks in prior to an attack resolution.
I'm not sure if its coded to work with cmans (probably), but the subdue may just have fallen in the 80% chance for it NOT to flare.
T0 has 20% chance to flare, assuming there are armor charges left for the day.
Re: Ithzir Flares on 11/04/2014 08:09 AM CST
Re: Ithzir Flares on 11/04/2014 12:40 PM CST
Re: Ithzir Flares on 11/12/2014 10:25 PM CST
I just confirmed it testing at the birthing sands, the rift, and just outside town...
Ithzir teleport scripts do not activate where teleportation INTO that area is disabled. Which makes the armor an expensive paperweight for me... what the hell?
Basically I can't use it in any capped hunting grounds like the Rift, warcamps, OTF, and Nelemar!
PLEASE make the scripts work in those areas!
What's the point otherwise other than to get my escorts killed?
Ithzir teleport scripts do not activate where teleportation INTO that area is disabled. Which makes the armor an expensive paperweight for me... what the hell?
Basically I can't use it in any capped hunting grounds like the Rift, warcamps, OTF, and Nelemar!
PLEASE make the scripts work in those areas!
What's the point otherwise other than to get my escorts killed?
Re: Ithzir Flares on 11/12/2014 11:50 PM CST
Re: Ithzir Flares on 11/13/2014 12:25 AM CST
Re: Ithzir Flares on 11/13/2014 04:24 AM CST
>>Ithzir teleport scripts do not activate where teleportation INTO that area is disabled. Which makes the armor an expensive paperweight for me... what the hell? <<
BESEECH is very powerful, if you can get it unlocked to Status Condition Tree Tier 3 or 4. That works even when the escape ability does not.
HEALING also works.
But yea, the best thing about this armor is best for the pre-capped player. If I ever get my set fully, fully unlocked, I think I will still go up the Charges Tree, in hope that this someday gets tweaked. But even then, it's still a nice power that I get to have on top of my padding. It didn't cost me any other choices with my armor.
Unlocks also give you more charges, to power more BESEECHES, which is itself worth it.
-E
Re: Ithzir Flares on 11/13/2014 09:01 AM CST
Re: Ithzir Flares on 11/13/2014 09:32 AM CST
Re: Ithzir Flares on 11/13/2014 04:11 PM CST
<HEALING also works.>
I also misunderstood how the healing tree works. Ranks 3 and 4 don't reduce your wounds like a herb, leaving a scar. I missed the example he posted but the leaving of a scar rather than the transformation of the injuries down one leaves it lass than desirable, for me.
T1 is nice for HP but is duplicated by symbol of restoration (for me).
I vote for at least T4 (which is hard to get anyway) to remove the previous wound rank's scars, since otherwise the tree has little point! You still wouldn't be able to search, cast, drag etc with the leftover scar.
I also misunderstood how the healing tree works. Ranks 3 and 4 don't reduce your wounds like a herb, leaving a scar. I missed the example he posted but the leaving of a scar rather than the transformation of the injuries down one leaves it lass than desirable, for me.
T1 is nice for HP but is duplicated by symbol of restoration (for me).
I vote for at least T4 (which is hard to get anyway) to remove the previous wound rank's scars, since otherwise the tree has little point! You still wouldn't be able to search, cast, drag etc with the leftover scar.