???
Математика на уровне МГУ

Показано с 1 по 4 из 4

Тема: Как сделать ранкора

  1. #1
    Engineer Аватар для rasst
    Регистрация
    20.05.2004
    Адрес
    Королёв, МО
    Возраст
    48
    Сообщений
    1,440

    Как сделать ранкора

    Тут есть рецепт животного CL70.

    http://www.swgbe.mmospy.com/modules....9bed2f297bae24

  2. #2
    Siberian Аватар для -Lizard-
    Регистрация
    02.09.2004
    Адрес
    Москва, дальний угол дивана
    Возраст
    49
    Сообщений
    398

    Ответ: Как сделать ранкора

    это pre-CU

  3. #3
    Engineer Аватар для rasst
    Регистрация
    20.05.2004
    Адрес
    Королёв, МО
    Возраст
    48
    Сообщений
    1,440

    Ответ: Как сделать ранкора

    Обидно

  4. #4
    Engineer Аватар для rasst
    Регистрация
    20.05.2004
    Адрес
    Королёв, МО
    Возраст
    48
    Сообщений
    1,440

    Ответ: Как сделать ранкора

    Зато вот что на официальном форуме пишут:
    Just read the patch notes for TC and...WOW.
    This is great news for pet crafters.

    Profession: Bio-Engineer
    Using /sampleDNA will no longer set off your auto attack
    Bio-Engineer Pet Levels should now function properly
    Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA
    Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives
    Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level)
    Crafted pets should fight reasonably well for their level
    Fixed an issue where un-balanced bio-engineered pets could be created
    Bio-Engineer Pet Stats fixed to have an effect on function
    Each of the following DNA traits now affect new attributes:
    Hardiness: Health
    Endurance: Health Regen Rate
    Fortitude: General Protection (Base Armor)
    Dexterity: Defense Value
    Cleverness: To Hit Value
    Power: Min/Max Damage
    Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
    Fierceness: Adds a small chance for each attack to be a critical hit.
    Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
    Courage: Aggro generation bonus added to normal attacks.
    * This doesn’t reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.

Ваши права

  • Вы не можете создавать новые темы
  • Вы не можете отвечать в темах
  • Вы не можете прикреплять вложения
  • Вы не можете редактировать свои сообщения
  •