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PostPosted: Fri Nov 30, 2007 7:44 pm 
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A new item! Exciting. The Hero's Cape from November will still be in the store for this month only as it was the very first IotM for TH.

Discuss away!

Personally, I love it a lot. It's shiny WITH light analogues and it's a shield! I LOVE shields! :D


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PostPosted: Fri Nov 30, 2007 8:22 pm 
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It makes me wish I hadn't bought the Hero's Cape.

:(


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PostPosted: Sat Dec 01, 2007 1:58 am 
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I'm going to get this and be 1337 with my cape AND this.

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PostPosted: Sat Dec 01, 2007 3:18 am 
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With this, my Cape and my Abaddon charm it will make adventuring quite easy... yay...


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PostPosted: Sat Dec 01, 2007 7:25 pm 
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I think I may have to donate and grab this. Shiny.

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PostPosted: Sat Dec 01, 2007 10:24 pm 
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To be honest, I think it has too many effects ... it makes me wonder what kind of items to expect a few months from now.


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PostPosted: Sat Dec 01, 2007 10:34 pm 
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Well, the damage reduction was supposed to cap at 20 and isn't presently, so I need to fix that. (If that's a complete dealbreaker for anybody, I'll perform a refund.)

But I'm not sure that the quantity of bonuses is necessarily a thing to focus on, at least not for me. Not that it's the only standard to go by, but a number of KoL donation items in recent months have a wide range of effects (bottle-rocket crossbow, pilgrim shield, navel ring). I think I'm likely to alternate between lots of mid-level effects and a few really good effects. My belief, which may be completely off base, was that these were 4 moderately good bonuses, whereas the cape's 2 bonuses are quite good in my opinion. It of course depends on your goals whether this is true, and maybe I calculated badly.

The cape represents my intended level of quality for a 10-star donation item, and what I think most future items ought to come close to. If the shield overshot that mark, that's my mistake, and I'll try to balance better in the future.


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PostPosted: Sat Dec 01, 2007 11:30 pm 
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The Cape's +10 PP/turn and +item are great. They pretty much let you cast spells at will and the +item% is twice as good as the next two pieces of equipment combined.

As for the shield...
+20 to maximum HP -- half of a silver star
Attacker takes 5 damage -- close to a Paradox Naught
+20% resist fire, ice, electric, and acid damage -- 4x forcegloves
(1 x your level) damage absorption -- offhand, the only place I remember DA is kneepads, and they give +2

Can discharge elemental attacks after charging for a couple rounds.
Rounds as in rounds, or rounds as in turns? Or both? I mean, higher level characters don't get involved in too many long-round battles.

[edit: Rounds as in both, apparently. And you get to choose the element to fire off. But it costs 5 PP to use the elemental attack, and while that's a reasonable amount, it's not obvious that it would cost anything; I figured it'd do random elemental damage randomly. But I suppose that's the price you pay for being able to choose.]

I haven't actually used it yet, but it looks pretty cool. Maybe not "holy crap, that's awesome" cool like the Cape, but that's a nice mix of effects. Hell, this + a Paradox Naught, and anything that hits you will take 11 damage. A few rounds of that would knock a lot of enemies ass over tea kettle.

I said "ass over tea kettle". I'm so proud of myself.

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PostPosted: Sun Dec 02, 2007 12:41 am 
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That's supposed to be turns, not rounds. I tend to be really bad about mixing those two up.


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PostPosted: Sun Dec 02, 2007 12:49 am 
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Ryme wrote:
Well, the damage reduction was supposed to cap at 20 and isn't presently, so I need to fix that. (If that's a complete dealbreaker for anybody, I'll perform a refund.)

But I'm not sure that the quantity of bonuses is necessarily a thing to focus on, at least not for me. Not that it's the only standard to go by, but a number of KoL donation items in recent months have a wide range of effects (bottle-rocket crossbow, pilgrim shield, navel ring). I think I'm likely to alternate between lots of mid-level effects and a few really good effects. My belief, which may be completely off base, was that these were 4 moderately good bonuses, whereas the cape's 2 bonuses are quite good in my opinion. It of course depends on your goals whether this is true, and maybe I calculated badly.

The cape represents my intended level of quality for a 10-star donation item, and what I think most future items ought to come close to. If the shield overshot that mark, that's my mistake, and I'll try to balance better in the future.


I respect your response. Also, I've never played KOL or any game like this, so this is pretty much gibberish to me. :) Thanks.


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PostPosted: Sun Dec 02, 2007 1:10 am 
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The Cape is good for everyone. If you've got one, there's no reason why you wouldn't use it.

The shield is good for low level characters, for the HP and damage.
It's also good for high level characters taking on enemies who scale with level. That being said, it's almost a must-have for powerleveling.

But for anywhere you can kill things without trouble, you might as well use a Flashlight instead.

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PostPosted: Mon Dec 03, 2007 6:40 pm 
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Location: Where I could swear I left the universe last...
I shall donate, as I've said before Ryme, ASAP!

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PostPosted: Mon Dec 03, 2007 8:20 pm 
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Donated. Enjoying :)


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PostPosted: Tue Dec 04, 2007 9:04 am 
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You got another 10$ from me, 11$ actually, because it looks like the market could bear some more silver stars, and I want to drink Brays.

Hope it helps keep this place going.


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PostPosted: Tue Dec 04, 2007 2:34 pm 
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Donated again, now sporting a nice cape and shield 8)

I think it's a nice item although I'd personally prefer higher resistance in place of absorbption (well, I'm only taking elemental damage in the highest level zone so I confess to being egoistic)


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PostPosted: Tue Dec 04, 2007 6:21 pm 
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I'll admit, I'm a bit sad that you have to manually choose when the shield goes off. The description suggested random discharges, and that's what I was really hoping for.

I can live with it, though. I just won't use that feature much.

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PostPosted: Tue Dec 04, 2007 9:06 pm 
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Lxndr wrote:
I'll admit, I'm a bit sad that you have to manually choose when the shield goes off. The description suggested random discharges, and that's what I was really hoping for.
Same here, actually. If it got overloaded every so often and released a blast, I'd be very entertained.


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PostPosted: Tue Dec 04, 2007 9:55 pm 
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mad hamish wrote:
Lxndr wrote:
I'll admit, I'm a bit sad that you have to manually choose when the shield goes off. The description suggested random discharges, and that's what I was really hoping for.
Same here, actually. If it got overloaded every so often and released a blast, I'd be very entertained.
...or blew off your arm?

"You acquire an effect: Needs neurosurgeon"

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PostPosted: Tue Dec 04, 2007 10:04 pm 
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Man, I already need one of those in real life. I hope I don't get that in game too.

Anyway, if it gave off a blast automatically, but less often than if you did it consciously, I think it could be balanced out somehow.

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PostPosted: Wed Dec 05, 2007 1:10 am 
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Cristiona wrote:
mad hamish wrote:
Lxndr wrote:
I'll admit, I'm a bit sad that you have to manually choose when the shield goes off. The description suggested random discharges, and that's what I was really hoping for.
Same here, actually. If it got overloaded every so often and released a blast, I'd be very entertained.
...or blew off your arm?

"You acquire an effect: Needs neurosurgeon"


hey guys how about a shield that doubles your exp but sometimes makes your arm explode


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PostPosted: Wed Dec 05, 2007 11:56 pm 
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It looks good except for it being a shield. Everything else is nice.

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