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  1. Diodimus

    Trying to return, but having issues with patcher

    I re-installed and even played some last night, but this morning, when I wanted to try and play for a bit before starting my day, I got an error message that eqgame.exe had stopped working. I have tried the following to no avail: Restarted my computer Repatched all Launching from the file...
  2. Diodimus

    Mislabeled Bodytype Thread

    Green and Black Slimes in DN are listed as Magical when they drop the items required to create chaotic.
  3. Diodimus

    Fletching Question

    I recently returned from a hiatus hoping that the wiki would have the final materials for fletching that I had yet to find. Unfortunately, the wiki does not have Essence Mixture or Lightstone Fragments listed anywhere. Are these materials in game?
  4. Diodimus

    Fire Salamander Eyes

    Can we please make these stackable? They are currently the only fletching Material that isn't stackable and take up a rediculous amount of bank space.
  5. Diodimus

    Mislabeled Bodytype Thread

    The Flamer Prototype in Sorc Lab was labeled as a reptile. Guessing construct or arachnid would be the correct type. Same for A gaint Brown Recluse in Dreadlands/Prophets
  6. Diodimus

    Flecthing revamp

    I honestly hate every person who is being a whiny bitch in this thread. That is all that I have to say about fletching at this time.
  7. Diodimus

    Changes to Fletching

    I keep asking myself, how did a thread about fletching turn into a huge rant about making rangers better. In all honesty, the most sane suggestion I have seen in this thread is Oozu wanting to change rangers to Arcane Knights. Endless Quiver is fine. If you don't like it, use cheaper arrows...
  8. Diodimus

    Changes to Fletching

    I could get behind this.
  9. Diodimus

    Changes to Fletching

    Thanks Kedrin, I needed that to help me. So, the old arrows would have a damage of 155 not taking into consideration resists. New arrows would do about 135. (Trap disarming arrows are 8dmg) So, we use the percent change formula that states (old-new)/old (155-135)/155 = 13% All of this is of...
  10. Diodimus

    Changes to Fletching

    Could you explain the parts of the damage formula for me please Cless? I can't really make sense of it unless I know what varies with the change of arrows.
  11. Diodimus

    Changes to Fletching

    Here is another stupid idea cause I don't feel like searching the forums for an old post that I only think exists. How exactly does arrow damage effect the total damage inflicted. If I recall correctly it isn't the same as adding one damage to your bow. Kedrin, fix your math. It is not a 20%...
  12. Diodimus

    Changes to Fletching

    Wow Tao. I saw people being rediculously aggressive in their bitching at you and you decide to take only a portion of what i said to make me look stupid. Fucking grade A attitude there dude. I find your comment about trap-disarming arrows being the bread and butter to be unexpected and...
  13. Diodimus

    Changes to Fletching

    What do you mean Cless? Think my prices are too low?
  14. Diodimus

    Changes to Fletching

    Here are issues I see in a less agressive manner: 1) Best non-bane arrows are 7 dmg. That is a 5 damage difference at the cost of convenience. 2) I have about 10 quivers of 50 arrows that were instantly decreased in value being made to be nearly useless. 3) Even looking at using the bane arrows...
  15. Diodimus

    Changes to Fletching

    They are gone Kedrin. The only elemental arrows still around are those made prior to the change in fletching combos. It was my understanding that the resistance was part of the trade-off as well. They didn't do quite as much as you would get for focusing on the bodytype of the mobs you were...
  16. Diodimus

    Changes to Fletching

    On a different note, if you don't mind discussing it, is there a reason behind removing the +fire/cold/disease/poison arrows? Not gonna lie, those were my best sellers besides the humanoid arrows (which are now divided into 3 different types).
  17. Diodimus

    Changes to Fletching

    What the guy above said. They had talked in another thread about making alternatives to disarming traps without rogues to balance the trap implementation. Seems this is one of those ways.
  18. Diodimus

    Changes to Fletching

    When trying to combine with the five large bundles of superb varnish in a quiver I get the "you cannot combine these items" message. I have found a total of 3 materials that this happens with: Dark Essence, Harthuk Horn, and Cyclops Toes. All 3 items are listed in the revamped fletching book...
  19. Diodimus

    Changes to Fletching

    Two items that I have encountered issues with that are listed in the book. Dark Essence and Harthuk Horn.
  20. Diodimus

    Changes to Fletching

    Actually, I think what happened was I had a slight brain fart. I blame working extra hours.
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