Thoughts on changes to rustedspikes? It currently knocks off leg balance for about ~1s, meaning it's of no use against anybody: even monks use a SPECIFIC leg balance rather than the 'legs' balance, and as it knocks offbal for less than the standard …
You must have been very lucky in the past. I'm pretty sure it's always been a negative-sum game for each fight: the dying figurine loses more xp/months than the winning figurine gains. So in a battle royale, the first however many rounds can be real…
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There are fuse/embed skills in the 'chems and 'woods, and Sleepmist can always be dropped in individual rooms (although I would not object to an additional sleepmist-fume-thing for DW 'chems and 'woods).
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Could even just shift the damage type of the damage one over to say 50% asphyx 50% poison rather than replacing it, so it has a chance to trigger the trans skill (which is based on enemy list, hm).
Wyrden lacks in the synergy department but has the ability to stack large numbers of affs immediately before their burst. Not sure how effective that is, though, I think the damage scaling even for high numbers is pretty low.
If that was intentional, then vapors, healthleech and haemophilia all have alternative herb cures. So the fumes hit on 3 cure balances and you'd be left over with 1 aff, either worms or vomiting on fume hit. None of the terts work with purgatives, a…
Those three are all damaging affs, even if they're not great in that respect (vomiting took 31 seconds, then 50 seconds, to tick on Marcella for about 700 damage). Dizziness doesn't really fit even in that respect, though. I think rigormortis is jus…
You'll get errors using that exact code: you'll get "attempt to concatenate a nil value" errors when the table isn't fully populated (i.e. when you don't know all the runes). If you don't mind them being in one column, you can use
The contamination seems to be a proc chance on any asphyx damage, not scaling (or at least not scaling much) to the strength of the damage. Causes ~100 bleed and a random plague aff.
Not likely to happen for mechanical reasons, although you might get 'brass knuckles' monk weapons or something. But you need something for weapon stats, and to attach runes to, etc.
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That was actually the first proposed solution, plus the target's mana consumption (e.g. clot) still being doubled too. The second solution was dropping the drain boost to 33% or less. The admin selected 50%.
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This is initializing timers to ensure it's not null. If timers is not declared, it will return null, so it goes into the if statement and declares it. Thus, after this if check, we always know timers is not null (we don't NECESS…