DSF Realm Information.

DSF Realm Information.

Joined: November 16th, 2001, 10:19 am

May 10th, 2003, 6:22 am #1

Just a rundown of what's new on the Realm, as well as what's in store, and other future potential items.

1) Recent changes to the server:
- Assassin / Barbarian Critical Hit bug fixed.
- Anya Quest Reward loss bug fixed.
- % Chance to Cast item modifier bug fixed.
- Up to 20 items per Gambling screen.
- Gambling odds now 92% Magical, 5% Rare, 2% Set, 1% Unique.

2) The server WILL be updating to 1.10 when it comes out. I do not know at this time whether the server will support auto-update of older clients. I will try for it.

3) Potential idea of new Rune Words (this is only an idea; numerous people have expressed their dislike towards modding on the Realm, and I fully stand behind their desires; do NOT take this as what will happen, but rather as an idea of something to try if there is enough support; there will be NO modding done unless people agree to it beforehand, so don't get nervous). I have discussed with several of you in-game about this idea, and though many of you were opposed to the idea of modding the Realm in any way, you were not opposed to me posting ideas for new Rune Words. As such, I am doing just that: posting ideas, and nothing more. Personally, I think it would be a nice feature / addition to have new Rune Words included on the Realm, say one released every week or two. However, if there is too little, or no support at all, the idea will be dropped and the issue considered settled.

So, I bring to you some Rune Words straight out of my Dark Tower mod. I must stress again that these will not be put in, they are just ideas to give you an idea of my general abilities / direction, and to give you all a base to work with should any of you like the idea of new Rune Words. So, if you have any ideas on how to improve these, please do post your thoughts. And, on that note, if you have absolutely no desire to have anything added to the Realm, regardless of what it is (even after hearing out the idea), post THAT as well, so I can guage people's opinions.

Beauty
Orb
Ith + Tir
+9 Maximum Damage
+3 Mana per Kill
10% Faster Cast
5% Damage Taken to Mana
+20 Mana

Blood
Melee Weapon (excluding Orb, Staff, and Wand)
Mal + Um + Sol + Ith
Prevent Monster Healing
100% Chance of Open Wounds
+9 Minimum Damage
+9 Maximum Damage
+150% Enhanced Damage
12% Life Steal
Indestructible

Bone
Wand
Tir + Eld
+2 Mana per Kill
+50 Attack Rating versus Undead
225% Damage to Undead
+1 - +2 Teeth
+1 Bone Armor
+1 Skeleton Mastery
+1 - +2 Raise Skeleton
+15 Mana

Bramble
Armor
Nef + Eld
+30 AC versus Missiles
-15% Stamina Drain
+33% Enhanced Defense Rating
Attacker Takes Damage of 14
-2 Regeneration

Brand
Sword
Ral + Nef + Eld
+ 5 - +30 Fire Damage
Knockback
+50 Attack Rating versus Undead
+75% Damage versus Undead
3% Life Steal
+25 - +50 Attack Rating
15% Increased Attack Speed
+20% - +60% Enhanced Damage
+20% - +40% Durability

Broken Promise
Spear, Polearm
Tir + Nef + Eth
+2 Mana per Kill
Knockback
-25% Target's Defense
+2 - +7 Damage
+20% Enhanced Damage
+25 Attack Rating
20% Increased Attack Speed
10% Chance of Open Wounds

Chance
Helm
Pul + Ist + El
+25% Magic Find
+2 Light Radius
+15 Defense Rating
+150% Gold Find
+75% Magic Find
-1 All Skills

Crescent Moon
Polearm
Shael + Thul + Ith
30% Increased Attack Speed
+ 3 - +14 Cold Damage (3 second duration)
+9 Maximum Damage
+40 - +60 Attack Rating
+40% Enhanced Damage
+25% Regenerate Mana
-10 Reduced Damage
-20% Requirements

Dragon
Sword, Spear
Ral + Ort + Thul
+5 - +30 Fire Damage
+1 - +50 Lightning Damage
+3 - +14 Cold Damage (3 second duration)
30% Increased Attack Speed
+40% Enhanced Damage
Ignore Target's Defense
+10% Fire Resistance
+10% Lightning Resistance
+10% Cold Resistance
Half Freeze Duration

Dread
Dagger
Eth + Eld
-25% Target's Defense
+50 Attack Rating versus Undead
+75% Damage versus Undead
x Poison Damage Over 1 Second
20% Increased Attack Speed
25% Hit Causes Monster to Flee
Knockback

Edge
Sword, Axe, Polearm
Um + Eth
100% Chance of Open Wounds
-25% Target's Defense
+80% - +120% Enhanced Damage
+20% - +40% Attack Rating
25% Increased Attack Speed
Prevent Monster Heal

Envy
Melee Weapon
Tal + Ith
x Poison Damage Over 5 Seconds
+9 Maximum Damage
+5% Maximum Poison Resistance
+15% Poison Resistance
+1 Poison Absorb
33% Hit Causes Monster to Flee

Flickering Flame
Melee Weapon (excluding Orb, Staff, and Wand)
Ral + Ith
+7 - +35 Fire Damage
+9 Maximum Damage
+5% Maximum Fire Resistance
+15% Fire Resistance
+1 - +3 Fire Absorb
-5% Maximum Cold Resistance
-5% Cold Resistance
+1 - +2 Light Radius

Hatred
Melee Weapon
Lo + Ohm + Ber
+20% Chance of Deadly Strike
+250% Enhanced Damage
+20% Chance of Crushing Blow
+50% - +100% Attack Rating
+40% Increased Attack Speed
+6% Life Steal
-5% Reduced Damage
-20 Life Regeneration

Ice
Melee Weapon
Thul + Nef
+9 - +20 Cold Damage (4 second duration)
Knockback
+5% Maximum Cold Resistance
+15% Cold Resistance
+1 - +3 Cold Absorb
-5% Maximum Fire Resistance
-5% Fire Resistance

Insight
Helm
Ith + El
+15% Damage Taken Goes to Mana
+1 Light Radius
+15 Defense Rating
+30 Attack Rating
+15 Mana
+7% Faster Walk / Run Speed

Lightning
Melee Weapon
Ort + Eth
+1 - +50 Lightning Damage
-25% Target's Defense
+5% Maximum Lightning Resistance
+15% Lightning Resistance
+1 - +3 Lightning Absorb
Attack Takes Lightning Damage of 1 - 10
+1 - +4 Light Radius

The Lovers
Shield
Sol + Eth
-7 Reduced Damage
+15% Mana Regeneration
+12% All Resistances
+30 Life
+20 Mana

Peace
Armor
Sol + Ith + Eld
-11 Reduced Damage
+15% Damage Taken Goes to Mana
-15% Stamina Drain
+30 Defense Rating
+20% Enhanced Defense Rating
+5% Increased Chance of Blocking
+15% Faster Block Rate
-40% Damage

Rift
Missile Weapon
Mal + Jah + Cham
Prevent Monster Heal
Ignore Target's Defense
Freezes Target
+25 - +50 Magic Damage
-75 Target's Defense
50% Increased Attack Speed
Knockback
100% Hit Blinds Target
-50% Requirements
Fires Magical Arrows

Shadow
Armor
Sol + Pul + Shael
-7 Reduced Damage
+60% - +120% Enhanced Defense Rating
+20% Faster Hit Recovery
-5 Light Radius
-5 Life Regeneration
+20% - +40% Attack Rating
+15% Chance of Deadly Strike
+2 Assassin Shadow Disciplines

Sting
Missile Weapon
Tir + Nef
+2 Mana per Kill
Knockback
+30% Increased Attack Speed
+15% Enhanced Damage
+10% Chance of Open Wounds
+25 Attack Rating

Stone
Blunt Weapon (excluding Orb, Staff, and Wand)
Fal + Amn + Ber
+30 Strength
+7% Life Steal
+40% - +50% Chance of Crushing Blow
+140% - +200% Enhanced Damage
Knockback
+7% Mana Steal

Valor
Helm
Nef + El
+30 Defense Rating versus Missiles
+1 Light Radius
+15 Defense Rating
+30% Enhanced Defense Rating
+4 Life Regeneration
-1 - -3 Reduced Damage
+105 Faster Hit Recovery

Water
Sol + Hel + Shael
-7 Reduced Damage
-15% Requirements
+20% Faster Hit Recovery
+50 Life
+50 Mana
+10 Life Regeneration
+25% Mana Regeneration
+5% All Resistances

Wisdom
Staff
Sol + Tir + Nef
+9 Minimum Damage
+2 Mana per Kill
Knockback
+25% Faster Cast
+40 Mana
+15% Mana Regeneration
+1 Sorceress Skills

Please note that some of these are slightly "bugged" in that they have clvl requirements that are well beyond their targette audience. As such, some of them will need to have their Runes changed slightly, to better fit them for their targetted audience (The Lovers comes to mind; low-end caster shield with a clvl 27 req? Yikes!), so some mods may change (due to the Runes changing). I'd appreciate any feedback on this, and on all the Rune words, as well as the issue as a whole.

Remember: this is just an idea. NO modding is going to take place at this time, and NO modding is planned, either. Rest easy, for your opinions are heavily weighed.

Roland The Gunslinger

Roland The Gunslinger
Last edited by Roland *The Gunslinger* on May 10th, 2003, 7:04 am, edited 1 time in total.
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Zed
Zed

May 10th, 2003, 1:52 pm #2

I would be happy with a wide variety of low-mid end runewords available, esecially those geared for variant play. Currently I'm not online for D2 much other than Vnite and Slackers but that changes on an irregular basis.
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Joined: October 23rd, 2000, 8:36 am

May 10th, 2003, 6:14 pm #3

Just a rundown of what's new on the Realm, as well as what's in store, and other future potential items.

1) Recent changes to the server:
- Assassin / Barbarian Critical Hit bug fixed.
- Anya Quest Reward loss bug fixed.
- % Chance to Cast item modifier bug fixed.
- Up to 20 items per Gambling screen.
- Gambling odds now 92% Magical, 5% Rare, 2% Set, 1% Unique.

2) The server WILL be updating to 1.10 when it comes out. I do not know at this time whether the server will support auto-update of older clients. I will try for it.

3) Potential idea of new Rune Words (this is only an idea; numerous people have expressed their dislike towards modding on the Realm, and I fully stand behind their desires; do NOT take this as what will happen, but rather as an idea of something to try if there is enough support; there will be NO modding done unless people agree to it beforehand, so don't get nervous). I have discussed with several of you in-game about this idea, and though many of you were opposed to the idea of modding the Realm in any way, you were not opposed to me posting ideas for new Rune Words. As such, I am doing just that: posting ideas, and nothing more. Personally, I think it would be a nice feature / addition to have new Rune Words included on the Realm, say one released every week or two. However, if there is too little, or no support at all, the idea will be dropped and the issue considered settled.

So, I bring to you some Rune Words straight out of my Dark Tower mod. I must stress again that these will not be put in, they are just ideas to give you an idea of my general abilities / direction, and to give you all a base to work with should any of you like the idea of new Rune Words. So, if you have any ideas on how to improve these, please do post your thoughts. And, on that note, if you have absolutely no desire to have anything added to the Realm, regardless of what it is (even after hearing out the idea), post THAT as well, so I can guage people's opinions.

Beauty
Orb
Ith + Tir
+9 Maximum Damage
+3 Mana per Kill
10% Faster Cast
5% Damage Taken to Mana
+20 Mana

Blood
Melee Weapon (excluding Orb, Staff, and Wand)
Mal + Um + Sol + Ith
Prevent Monster Healing
100% Chance of Open Wounds
+9 Minimum Damage
+9 Maximum Damage
+150% Enhanced Damage
12% Life Steal
Indestructible

Bone
Wand
Tir + Eld
+2 Mana per Kill
+50 Attack Rating versus Undead
225% Damage to Undead
+1 - +2 Teeth
+1 Bone Armor
+1 Skeleton Mastery
+1 - +2 Raise Skeleton
+15 Mana

Bramble
Armor
Nef + Eld
+30 AC versus Missiles
-15% Stamina Drain
+33% Enhanced Defense Rating
Attacker Takes Damage of 14
-2 Regeneration

Brand
Sword
Ral + Nef + Eld
+ 5 - +30 Fire Damage
Knockback
+50 Attack Rating versus Undead
+75% Damage versus Undead
3% Life Steal
+25 - +50 Attack Rating
15% Increased Attack Speed
+20% - +60% Enhanced Damage
+20% - +40% Durability

Broken Promise
Spear, Polearm
Tir + Nef + Eth
+2 Mana per Kill
Knockback
-25% Target's Defense
+2 - +7 Damage
+20% Enhanced Damage
+25 Attack Rating
20% Increased Attack Speed
10% Chance of Open Wounds

Chance
Helm
Pul + Ist + El
+25% Magic Find
+2 Light Radius
+15 Defense Rating
+150% Gold Find
+75% Magic Find
-1 All Skills

Crescent Moon
Polearm
Shael + Thul + Ith
30% Increased Attack Speed
+ 3 - +14 Cold Damage (3 second duration)
+9 Maximum Damage
+40 - +60 Attack Rating
+40% Enhanced Damage
+25% Regenerate Mana
-10 Reduced Damage
-20% Requirements

Dragon
Sword, Spear
Ral + Ort + Thul
+5 - +30 Fire Damage
+1 - +50 Lightning Damage
+3 - +14 Cold Damage (3 second duration)
30% Increased Attack Speed
+40% Enhanced Damage
Ignore Target's Defense
+10% Fire Resistance
+10% Lightning Resistance
+10% Cold Resistance
Half Freeze Duration

Dread
Dagger
Eth + Eld
-25% Target's Defense
+50 Attack Rating versus Undead
+75% Damage versus Undead
x Poison Damage Over 1 Second
20% Increased Attack Speed
25% Hit Causes Monster to Flee
Knockback

Edge
Sword, Axe, Polearm
Um + Eth
100% Chance of Open Wounds
-25% Target's Defense
+80% - +120% Enhanced Damage
+20% - +40% Attack Rating
25% Increased Attack Speed
Prevent Monster Heal

Envy
Melee Weapon
Tal + Ith
x Poison Damage Over 5 Seconds
+9 Maximum Damage
+5% Maximum Poison Resistance
+15% Poison Resistance
+1 Poison Absorb
33% Hit Causes Monster to Flee

Flickering Flame
Melee Weapon (excluding Orb, Staff, and Wand)
Ral + Ith
+7 - +35 Fire Damage
+9 Maximum Damage
+5% Maximum Fire Resistance
+15% Fire Resistance
+1 - +3 Fire Absorb
-5% Maximum Cold Resistance
-5% Cold Resistance
+1 - +2 Light Radius

Hatred
Melee Weapon
Lo + Ohm + Ber
+20% Chance of Deadly Strike
+250% Enhanced Damage
+20% Chance of Crushing Blow
+50% - +100% Attack Rating
+40% Increased Attack Speed
+6% Life Steal
-5% Reduced Damage
-20 Life Regeneration

Ice
Melee Weapon
Thul + Nef
+9 - +20 Cold Damage (4 second duration)
Knockback
+5% Maximum Cold Resistance
+15% Cold Resistance
+1 - +3 Cold Absorb
-5% Maximum Fire Resistance
-5% Fire Resistance

Insight
Helm
Ith + El
+15% Damage Taken Goes to Mana
+1 Light Radius
+15 Defense Rating
+30 Attack Rating
+15 Mana
+7% Faster Walk / Run Speed

Lightning
Melee Weapon
Ort + Eth
+1 - +50 Lightning Damage
-25% Target's Defense
+5% Maximum Lightning Resistance
+15% Lightning Resistance
+1 - +3 Lightning Absorb
Attack Takes Lightning Damage of 1 - 10
+1 - +4 Light Radius

The Lovers
Shield
Sol + Eth
-7 Reduced Damage
+15% Mana Regeneration
+12% All Resistances
+30 Life
+20 Mana

Peace
Armor
Sol + Ith + Eld
-11 Reduced Damage
+15% Damage Taken Goes to Mana
-15% Stamina Drain
+30 Defense Rating
+20% Enhanced Defense Rating
+5% Increased Chance of Blocking
+15% Faster Block Rate
-40% Damage

Rift
Missile Weapon
Mal + Jah + Cham
Prevent Monster Heal
Ignore Target's Defense
Freezes Target
+25 - +50 Magic Damage
-75 Target's Defense
50% Increased Attack Speed
Knockback
100% Hit Blinds Target
-50% Requirements
Fires Magical Arrows

Shadow
Armor
Sol + Pul + Shael
-7 Reduced Damage
+60% - +120% Enhanced Defense Rating
+20% Faster Hit Recovery
-5 Light Radius
-5 Life Regeneration
+20% - +40% Attack Rating
+15% Chance of Deadly Strike
+2 Assassin Shadow Disciplines

Sting
Missile Weapon
Tir + Nef
+2 Mana per Kill
Knockback
+30% Increased Attack Speed
+15% Enhanced Damage
+10% Chance of Open Wounds
+25 Attack Rating

Stone
Blunt Weapon (excluding Orb, Staff, and Wand)
Fal + Amn + Ber
+30 Strength
+7% Life Steal
+40% - +50% Chance of Crushing Blow
+140% - +200% Enhanced Damage
Knockback
+7% Mana Steal

Valor
Helm
Nef + El
+30 Defense Rating versus Missiles
+1 Light Radius
+15 Defense Rating
+30% Enhanced Defense Rating
+4 Life Regeneration
-1 - -3 Reduced Damage
+105 Faster Hit Recovery

Water
Sol + Hel + Shael
-7 Reduced Damage
-15% Requirements
+20% Faster Hit Recovery
+50 Life
+50 Mana
+10 Life Regeneration
+25% Mana Regeneration
+5% All Resistances

Wisdom
Staff
Sol + Tir + Nef
+9 Minimum Damage
+2 Mana per Kill
Knockback
+25% Faster Cast
+40 Mana
+15% Mana Regeneration
+1 Sorceress Skills

Please note that some of these are slightly "bugged" in that they have clvl requirements that are well beyond their targette audience. As such, some of them will need to have their Runes changed slightly, to better fit them for their targetted audience (The Lovers comes to mind; low-end caster shield with a clvl 27 req? Yikes!), so some mods may change (due to the Runes changing). I'd appreciate any feedback on this, and on all the Rune words, as well as the issue as a whole.

Remember: this is just an idea. NO modding is going to take place at this time, and NO modding is planned, either. Rest easy, for your opinions are heavily weighed.

Roland The Gunslinger

Roland The Gunslinger
It may sound silly, but I'd even prefer that annoying bugs like the barbarian critical hit bug weren't fixed. To be comfortable playing on a non-bnet realm, I'd really prefer that it was an identical playing experience to the Realms. I want to know that a character I make on another Realm will play the same as a Realms character. Not because I think that the Realms are the epitome of balanced gameplay, but mostly because it's too slippery of a slope to try to navigate.

You know how often I make it on, though, so if more regular players would prefer to see these changes, then it makes sense to listen to them. But, I figured I should voice my discomfort now, for whatever it's worth.

-Griselda
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DeeBye
DeeBye

May 10th, 2003, 10:05 pm #4

I'd prefer it to stay identical to Battle.net Realm play. I don't really have a very good reason for it though.

-DeeBye
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Korror
Korror

May 11th, 2003, 12:00 am #5

It may sound silly, but I'd even prefer that annoying bugs like the barbarian critical hit bug weren't fixed. To be comfortable playing on a non-bnet realm, I'd really prefer that it was an identical playing experience to the Realms. I want to know that a character I make on another Realm will play the same as a Realms character. Not because I think that the Realms are the epitome of balanced gameplay, but mostly because it's too slippery of a slope to try to navigate.

You know how often I make it on, though, so if more regular players would prefer to see these changes, then it makes sense to listen to them. But, I figured I should voice my discomfort now, for whatever it's worth.

-Griselda
I can barely remember how to play Diablo 2 anymore and all the little details that make up the game. Having to remember two sets of which skills were bugged/which rune words were working/which item to gamble on would snap my little mind in a second.

Korror
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Joined: June 8th, 2001, 4:54 am

May 11th, 2003, 12:41 am #6

It may sound silly, but I'd even prefer that annoying bugs like the barbarian critical hit bug weren't fixed. To be comfortable playing on a non-bnet realm, I'd really prefer that it was an identical playing experience to the Realms. I want to know that a character I make on another Realm will play the same as a Realms character. Not because I think that the Realms are the epitome of balanced gameplay, but mostly because it's too slippery of a slope to try to navigate.

You know how often I make it on, though, so if more regular players would prefer to see these changes, then it makes sense to listen to them. But, I figured I should voice my discomfort now, for whatever it's worth.

-Griselda
<OL>I'd really prefer that it was an identical playing experience to the Realms.[/list]

I think I know what you meant, but at first glance, that was a scary notion!

How about things that have since been fixed on the realms, but are still broken in SP, like chance to cast?

Personally, I like Dragoon's mod. I think it's fairly low key. I might have made that my realm-o-choice, except playing there feels constantly laggy to me.

-- CH
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Zed
Zed

May 11th, 2003, 11:35 am #7

Just a rundown of what's new on the Realm, as well as what's in store, and other future potential items.

1) Recent changes to the server:
- Assassin / Barbarian Critical Hit bug fixed.
- Anya Quest Reward loss bug fixed.
- % Chance to Cast item modifier bug fixed.
- Up to 20 items per Gambling screen.
- Gambling odds now 92% Magical, 5% Rare, 2% Set, 1% Unique.

2) The server WILL be updating to 1.10 when it comes out. I do not know at this time whether the server will support auto-update of older clients. I will try for it.

3) Potential idea of new Rune Words (this is only an idea; numerous people have expressed their dislike towards modding on the Realm, and I fully stand behind their desires; do NOT take this as what will happen, but rather as an idea of something to try if there is enough support; there will be NO modding done unless people agree to it beforehand, so don't get nervous). I have discussed with several of you in-game about this idea, and though many of you were opposed to the idea of modding the Realm in any way, you were not opposed to me posting ideas for new Rune Words. As such, I am doing just that: posting ideas, and nothing more. Personally, I think it would be a nice feature / addition to have new Rune Words included on the Realm, say one released every week or two. However, if there is too little, or no support at all, the idea will be dropped and the issue considered settled.

So, I bring to you some Rune Words straight out of my Dark Tower mod. I must stress again that these will not be put in, they are just ideas to give you an idea of my general abilities / direction, and to give you all a base to work with should any of you like the idea of new Rune Words. So, if you have any ideas on how to improve these, please do post your thoughts. And, on that note, if you have absolutely no desire to have anything added to the Realm, regardless of what it is (even after hearing out the idea), post THAT as well, so I can guage people's opinions.

Beauty
Orb
Ith + Tir
+9 Maximum Damage
+3 Mana per Kill
10% Faster Cast
5% Damage Taken to Mana
+20 Mana

Blood
Melee Weapon (excluding Orb, Staff, and Wand)
Mal + Um + Sol + Ith
Prevent Monster Healing
100% Chance of Open Wounds
+9 Minimum Damage
+9 Maximum Damage
+150% Enhanced Damage
12% Life Steal
Indestructible

Bone
Wand
Tir + Eld
+2 Mana per Kill
+50 Attack Rating versus Undead
225% Damage to Undead
+1 - +2 Teeth
+1 Bone Armor
+1 Skeleton Mastery
+1 - +2 Raise Skeleton
+15 Mana

Bramble
Armor
Nef + Eld
+30 AC versus Missiles
-15% Stamina Drain
+33% Enhanced Defense Rating
Attacker Takes Damage of 14
-2 Regeneration

Brand
Sword
Ral + Nef + Eld
+ 5 - +30 Fire Damage
Knockback
+50 Attack Rating versus Undead
+75% Damage versus Undead
3% Life Steal
+25 - +50 Attack Rating
15% Increased Attack Speed
+20% - +60% Enhanced Damage
+20% - +40% Durability

Broken Promise
Spear, Polearm
Tir + Nef + Eth
+2 Mana per Kill
Knockback
-25% Target's Defense
+2 - +7 Damage
+20% Enhanced Damage
+25 Attack Rating
20% Increased Attack Speed
10% Chance of Open Wounds

Chance
Helm
Pul + Ist + El
+25% Magic Find
+2 Light Radius
+15 Defense Rating
+150% Gold Find
+75% Magic Find
-1 All Skills

Crescent Moon
Polearm
Shael + Thul + Ith
30% Increased Attack Speed
+ 3 - +14 Cold Damage (3 second duration)
+9 Maximum Damage
+40 - +60 Attack Rating
+40% Enhanced Damage
+25% Regenerate Mana
-10 Reduced Damage
-20% Requirements

Dragon
Sword, Spear
Ral + Ort + Thul
+5 - +30 Fire Damage
+1 - +50 Lightning Damage
+3 - +14 Cold Damage (3 second duration)
30% Increased Attack Speed
+40% Enhanced Damage
Ignore Target's Defense
+10% Fire Resistance
+10% Lightning Resistance
+10% Cold Resistance
Half Freeze Duration

Dread
Dagger
Eth + Eld
-25% Target's Defense
+50 Attack Rating versus Undead
+75% Damage versus Undead
x Poison Damage Over 1 Second
20% Increased Attack Speed
25% Hit Causes Monster to Flee
Knockback

Edge
Sword, Axe, Polearm
Um + Eth
100% Chance of Open Wounds
-25% Target's Defense
+80% - +120% Enhanced Damage
+20% - +40% Attack Rating
25% Increased Attack Speed
Prevent Monster Heal

Envy
Melee Weapon
Tal + Ith
x Poison Damage Over 5 Seconds
+9 Maximum Damage
+5% Maximum Poison Resistance
+15% Poison Resistance
+1 Poison Absorb
33% Hit Causes Monster to Flee

Flickering Flame
Melee Weapon (excluding Orb, Staff, and Wand)
Ral + Ith
+7 - +35 Fire Damage
+9 Maximum Damage
+5% Maximum Fire Resistance
+15% Fire Resistance
+1 - +3 Fire Absorb
-5% Maximum Cold Resistance
-5% Cold Resistance
+1 - +2 Light Radius

Hatred
Melee Weapon
Lo + Ohm + Ber
+20% Chance of Deadly Strike
+250% Enhanced Damage
+20% Chance of Crushing Blow
+50% - +100% Attack Rating
+40% Increased Attack Speed
+6% Life Steal
-5% Reduced Damage
-20 Life Regeneration

Ice
Melee Weapon
Thul + Nef
+9 - +20 Cold Damage (4 second duration)
Knockback
+5% Maximum Cold Resistance
+15% Cold Resistance
+1 - +3 Cold Absorb
-5% Maximum Fire Resistance
-5% Fire Resistance

Insight
Helm
Ith + El
+15% Damage Taken Goes to Mana
+1 Light Radius
+15 Defense Rating
+30 Attack Rating
+15 Mana
+7% Faster Walk / Run Speed

Lightning
Melee Weapon
Ort + Eth
+1 - +50 Lightning Damage
-25% Target's Defense
+5% Maximum Lightning Resistance
+15% Lightning Resistance
+1 - +3 Lightning Absorb
Attack Takes Lightning Damage of 1 - 10
+1 - +4 Light Radius

The Lovers
Shield
Sol + Eth
-7 Reduced Damage
+15% Mana Regeneration
+12% All Resistances
+30 Life
+20 Mana

Peace
Armor
Sol + Ith + Eld
-11 Reduced Damage
+15% Damage Taken Goes to Mana
-15% Stamina Drain
+30 Defense Rating
+20% Enhanced Defense Rating
+5% Increased Chance of Blocking
+15% Faster Block Rate
-40% Damage

Rift
Missile Weapon
Mal + Jah + Cham
Prevent Monster Heal
Ignore Target's Defense
Freezes Target
+25 - +50 Magic Damage
-75 Target's Defense
50% Increased Attack Speed
Knockback
100% Hit Blinds Target
-50% Requirements
Fires Magical Arrows

Shadow
Armor
Sol + Pul + Shael
-7 Reduced Damage
+60% - +120% Enhanced Defense Rating
+20% Faster Hit Recovery
-5 Light Radius
-5 Life Regeneration
+20% - +40% Attack Rating
+15% Chance of Deadly Strike
+2 Assassin Shadow Disciplines

Sting
Missile Weapon
Tir + Nef
+2 Mana per Kill
Knockback
+30% Increased Attack Speed
+15% Enhanced Damage
+10% Chance of Open Wounds
+25 Attack Rating

Stone
Blunt Weapon (excluding Orb, Staff, and Wand)
Fal + Amn + Ber
+30 Strength
+7% Life Steal
+40% - +50% Chance of Crushing Blow
+140% - +200% Enhanced Damage
Knockback
+7% Mana Steal

Valor
Helm
Nef + El
+30 Defense Rating versus Missiles
+1 Light Radius
+15 Defense Rating
+30% Enhanced Defense Rating
+4 Life Regeneration
-1 - -3 Reduced Damage
+105 Faster Hit Recovery

Water
Sol + Hel + Shael
-7 Reduced Damage
-15% Requirements
+20% Faster Hit Recovery
+50 Life
+50 Mana
+10 Life Regeneration
+25% Mana Regeneration
+5% All Resistances

Wisdom
Staff
Sol + Tir + Nef
+9 Minimum Damage
+2 Mana per Kill
Knockback
+25% Faster Cast
+40 Mana
+15% Mana Regeneration
+1 Sorceress Skills

Please note that some of these are slightly "bugged" in that they have clvl requirements that are well beyond their targette audience. As such, some of them will need to have their Runes changed slightly, to better fit them for their targetted audience (The Lovers comes to mind; low-end caster shield with a clvl 27 req? Yikes!), so some mods may change (due to the Runes changing). I'd appreciate any feedback on this, and on all the Rune words, as well as the issue as a whole.

Remember: this is just an idea. NO modding is going to take place at this time, and NO modding is planned, either. Rest easy, for your opinions are heavily weighed.

Roland The Gunslinger

Roland The Gunslinger
most ppl would prefer to remain closer to Bliz realms play, which suggests no realm-specific runewords. I can live with that.

Bliz has now posted that the synergistic skill changes and runeword pages we've been discussing here are especially inaccurate (at least compared to the other new items pages at d2.net) so there may yet be a sliver of hope for some decent low-mid level runewords coming out of the patch... though I'm fairly confident that these pages at least show the direction Blizzard will likely head in, i.e. catering to the powergamers, dupers, and otherwise item-rich on bnet rather than solo offline players or variant scum, so I'm not holding my breath.
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Charis
Charis

May 11th, 2003, 7:04 pm #8

It may sound silly, but I'd even prefer that annoying bugs like the barbarian critical hit bug weren't fixed. To be comfortable playing on a non-bnet realm, I'd really prefer that it was an identical playing experience to the Realms. I want to know that a character I make on another Realm will play the same as a Realms character. Not because I think that the Realms are the epitome of balanced gameplay, but mostly because it's too slippery of a slope to try to navigate.

You know how often I make it on, though, so if more regular players would prefer to see these changes, then it makes sense to listen to them. But, I figured I should voice my discomfort now, for whatever it's worth.

-Griselda
I echo the comments of Gris and the others above me completely. Even if the current system has problems, you really only have two choices. Play the identical system, and work around the problems, or an endless ongoing everchanging mod. Some don't see the latter as the only alternative, but in practice it is. V&K for example didn't come out "tada" but went through a number of changes. A better example would be on Apolyton their "AU" mod. It just keeps changing, constantly trying to build the perfect game. That IS in fact the game. They have a patch, run a tourney style game, get feedback, and make changes in the mod, and repeat. There are no ongoing characters, and everyone doing it is 'with the program' and realizes the fun is in the journey of modding.

I can see where some would enjoy that, but it's not for me, I'll never play AU game. For an ongoing character development game, forget about it.

That still leaves the question of: no design changes, or no changes at all even bug fixes? I haven't made up my own mind here. Having played a day or two with %cast fixed, it's really kind of neat, and guaranteed that that's the way blizz designed the game to be. If that stayed in, I would probably like it, although if folks playing bnet too got confused by those fixes (that and other 'clear bugs' like crit hit) I would mind seeing it go either. Oculus has already, in a short time, saved my butt, and conversely has gotten me killed. Bremm loves the fix :P

Let me say, publically, to Roland, thank you and our appreciation not only for running the realm, but also for trying to meet the needs of the community and not impose your will on it. Kudos!

If 1.10 comes out in our lifetime, it will make most of these issues moot but will raise a TON of other issues. Even then, and in advance expecting to NOT like the changes, I would favor the DSF realm matching the current and official bnet realm. Now that might take time to implement, and it might as suggested be best to wait a few days or weeks to see if there is just plain outcry against 1.10, but we should probably expect to make that switch after the dust settles.

Charis
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Ozymandous
Ozymandous

May 11th, 2003, 11:35 pm #9

Heh, wait to hear the yelling when 1.10 comes out to see if you want to implement it or not? Ah, you have been around D2 from the beginning Charis, has there ever not been a furor over a patch release?

People complaining it killed their characters, people complaining because they have to adjust their "comfy" playing styles, heck, people just complaining because they can!

It will be interesting to see if the patch is adopted by many non-realm players even if it does fix a lot of issues or if people will keep what they have now, warts and all, because it's 'comfortable'. Of course if 1.09 is kept then I would assume people would cease to complain about any bugs in that version that are fixed in the patch, because otherwise would just be silly.
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Joined: November 16th, 2001, 10:19 am

May 12th, 2003, 1:52 am #10

I echo the comments of Gris and the others above me completely. Even if the current system has problems, you really only have two choices. Play the identical system, and work around the problems, or an endless ongoing everchanging mod. Some don't see the latter as the only alternative, but in practice it is. V&K for example didn't come out "tada" but went through a number of changes. A better example would be on Apolyton their "AU" mod. It just keeps changing, constantly trying to build the perfect game. That IS in fact the game. They have a patch, run a tourney style game, get feedback, and make changes in the mod, and repeat. There are no ongoing characters, and everyone doing it is 'with the program' and realizes the fun is in the journey of modding.

I can see where some would enjoy that, but it's not for me, I'll never play AU game. For an ongoing character development game, forget about it.

That still leaves the question of: no design changes, or no changes at all even bug fixes? I haven't made up my own mind here. Having played a day or two with %cast fixed, it's really kind of neat, and guaranteed that that's the way blizz designed the game to be. If that stayed in, I would probably like it, although if folks playing bnet too got confused by those fixes (that and other 'clear bugs' like crit hit) I would mind seeing it go either. Oculus has already, in a short time, saved my butt, and conversely has gotten me killed. Bremm loves the fix :P

Let me say, publically, to Roland, thank you and our appreciation not only for running the realm, but also for trying to meet the needs of the community and not impose your will on it. Kudos!

If 1.10 comes out in our lifetime, it will make most of these issues moot but will raise a TON of other issues. Even then, and in advance expecting to NOT like the changes, I would favor the DSF realm matching the current and official bnet realm. Now that might take time to implement, and it might as suggested be best to wait a few days or weeks to see if there is just plain outcry against 1.10, but we should probably expect to make that switch after the dust settles.

Charis
% Chance to cast WAS fixed on the Realms. It has been that way for almost as long as 1.09d has been out. It was never fixed for SP, though. ONLY Realm-side.

As for the Critical Hit bug, that bug may or may not have been fixed. I can't say for certain. There apparently exists yet another Critical Hit bug for the Barbarian. Specifically, it applies to Throwing Mastery and Throwing Weapons, IF you put points in it. Otherwise, it just ses the appropriate Mastery (Axe, Spear, etc.). That is one bug that I haven't fixed, and one I am holding off on for the time being.

There are still a few bugs I would like to fix, and probably WILL fix. Why? The nature of the bug. Two bugs in particular, the infamous Druid bug, and a Magic Arrow bug, cause crashes for the client. No one has noticed this yet because, for the former, hardly anyone has played a Druid, and for the latter, it's very rare (items that spawn with +1 Magical Arrow). However, I do not like the idea of these bugs existing on my Realm, especially when I know at least ONE of them (the Druid bug) was fixed Realm-side.

I just find it amusing and ironic that people have such an outcry (or even a percieved one) over bugfixes because it "differs from the Realms", when in fact most if not all of them are the SAME bugfixes found on the Realms! The difference is that MY Realm relies on the SP files, so any server-side-only fixes do not apply on my Realm. Hence why I have to manually introduce them. For people who supposedly play so much on the Realms, I find it amazing that none of you picked up on this fact. Maybe it's just from all my modding days that I know, at least to a point, what SP has and the Realms don't.

Since I DON'T play on the Realms, and haven't for close to a year, I don't know everything. Not nearly so. But having delved into modding for a long time, you get word of "Damn, SP still screwed for such and such bug". Not fun.

You made an interesting point, Charis, about "ever-changing". There's a difference between what I have proposed, and what you are comparing it to. A big one. I have no intentions of modding ANYTHING but what I proposed. That's it. In fact, I have no intentions of modding, PERIOD, without a lot of support from the community (which is sorely lacking; so, in other words, don't expect to see any modding outside of bug fixes :P). The only thing that I could see myself implementing were new Rune Words. Picking up where Blizzard dropped the ball, it's something that can be given. And, best of all, I can review each and every Rune Word with the community BEFORE hand, so that the balance can be tweaked (to a degree; NOTHING beats in-game testing, period) so that it doesn't cause issues later on. That was ALL. So, unlike V&K, who constantly change the entire game, I was only looking at a single aspect that could be changed without affecting much of anyone.

New Rune Words don't drastically alter the game. They don't change around your favorite skills, they don't screw up monsters, they don't move levels around. They just throw something new in. That's all they do, and that's all I was looking to do. Not a single thing more. I just want to stress that. I have said numerous times I am not going to mod the Realm. I haven't strayed from that intention. This idea was NOT the beginning of a long chain of them; it was the ONLY idea I had. The fact that a great number of people are against it means that it won't get implemented. That is because, as Charis said, I value each and everyone's input. If the users don't want it, the users won't get it.

I just had to speak up on that issue (and a few others). I don't feel like being crucified for people getting the wrong idea about my intentions. And, I don't want to cause undo panic. Rune Words are one aspect that can be changed without drastically altering the game. THAT is why I chose specifically them, and NOTHING else. However, if people don't want it, I won't put it in. So, the issue is done. If support garners for it in the the future, the topic can be raised again. But until that happens, the idea is dead.

I'll keep you all posted as to any further bugfixes that get implemented.

Roland The Gunslinger
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