10-07-2003, 05:15 AM
(This post was last modified: 10-07-2003, 05:19 AM by Crystalion.)
Ruvanal,Oct 7 2003, 02:33 AM Wrote:The discussion was here...Ah, yes, thanks, that was indeed the (interesting) discussion from my recollection about two attacks for Barb mercs. I saw that thread around a week ago before the puzzlement over merc base bonus damage was brought up. I just happened to be testing with a studlier merc PvP so it was pretty obvious to see the diff between naked and weenie weapon damage.
http://www.theamazonbasin.com/d2/forums/in...showtopic=31523
..and covered most of the points. You cleared up when the extra damage gets added in though.
In that thread Zath wrote:
Quote:I think there's something wrong with merc health regeneration as well. My Barbarian merc consistently takes 25-30 seconds to heal fully from half health, and that would be closer to DamageRegen=3 instead of 10. I know there may be delays in merc health updates, but surely it cannot be lagging this bad.and I have to say this jibes with my experience, so I feel there may be a puzzle to be solved here as well.
Another "hidden" mystery would be that I saw evidence that in v1.10s the "fade" given to the Iron Golem isn't really happening (test in normal, by probing for 100% threshold of resist = immunity).
And while I'm throwing in the kitchen sink, I'm not happy not knowing what the FBR anti-block lock v1.10s actionus-interruptus situation *should* be... hmpf, hard to be patient sometimes for them to release the third beta.
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"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits