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Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 11:13 am
by Glorian
Made further Tests on Rod.
It doesn't get an increased Range, and it doesn't get an increased AoE Cap.
Range test was made with moving a tiny bit out of unbuffed Rod Range.
Rod doesnt damage npc then.
Activated Turret, waited for buff.
Rod doesnt hit designated npc. Even if I was just a tiny bit out of its base range.
Aoe Cap test was made with 12 bestigors in Troll Country.
12 Bestigors and Beastmen were hit with Static Discharge.
9 Bestmen were hit with Rod.
@Dodge, Disrupt:
.getstats say that you have an increased Evade and Disrupt.
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 12:37 pm
by Bobbiom
I like the turret/daemon pet changes.
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 1:11 pm
by Grunbag
@Lesti : Did you tired magnet range ?
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 1:18 pm
by Glorian
Grunbag wrote:@Lesti : Did you tired magnet range ?
Not yet. Need some Destro help for it.

Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 1:21 pm
by Grunbag
Glorian wrote:Grunbag wrote:@Lesti : Did you tired magnet range ?
Not yet. Need some Destro help for it.

You can try on mobs , magnet will knock them down . You'll see range
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 1:59 pm
by Akalukz
So just so I am clear, if you a skill has a 100' range and you have 8 stacks with blue horror (close qtr spec) you actually have a 60' range instead?
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 2:04 pm
by Grunbag
Akalukz wrote:So just so I am clear, if you a skill has a 100' range and you have 8 stacks with blue horror (close qtr spec) you actually have a 60' range instead?
Just get this now , but yes you lose 40% range .
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 2:10 pm
by Renork
Interesting changes :^) I like.
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 2:11 pm
by Tankbeardz
Why?
Re: Changelog 06/12/2016
Posted: Wed Dec 07, 2016 2:31 pm
by Morf
Maybe you want to rethink dodge/disrupt on flame turret ? an armor stacking engi has more armor than most fully geared tanks, also factor in the keg so the most effective way to take them down is magic damage, you give them 48% disrupt (and dodge) now you have an aoe healing tank which is basically immune to magic damage when specced correctly(48% from turret/full deft defender/skaven ring etc etc).