September 30, 2010 21:18 fate: So... nobody's interested in adding quests for the already-working passive skills, then? October 9, 2010 12:35 Freeyorp: Yikes, missed that for quite a while with the sidebar hidden, sorry! 12:38 Freeyorp: The aim here is to fix some fundamental issues that have been present for a long time - namely the very low hp pools caused by using the tmwAthena novice class as a base, as well as physical damage reduction caused by our content which does not fit tmwAthena mechanics well. 12:40 Freeyorp: Currently it's very easy to obtain 78% physical damage reduction (calculated before additive physical damage reduction), which is quite problematic when creating mob builds at high levels that are suitable to be countered by multiple player builds 12:48 Freeyorp: The skills provide a straightforward workaround, but I would rather fix this by altering our content to fit tmwAthena systems where reasonably possible, and altering the systems to fit our content where not, so as to have a suitable base to work from. 12:49 Freeyorp: That said, most of the skills extend roles quite nicely and I want to use them, but we'll need client support first. October 10, 2010 0:19 fate: No worries about missing the message! :-) 0:20 fate: I'm not sure why 78% damage reduction in particular is problematic (some monsters can still deal a fair amount of damage, especially with critical hits), but I'll assume that you have done the math. 0:21 fate: Note that the initially scheduled skills do not require client extensions; that was part of the point. 0:21 fate: They are passive; while the client can benefit from highlighting which skills are enabled and which are disabled, that's only a convenience feature. 0:22 fate: Nonetheless, my point was mainly to make sure that this option (and an option it is, no more) is not forgotten. :-) November 13, 2013