Ritual descriptions and testing (in General)
NightStrike asked me to clean up the descriptions of the rituals and at least one of them I'm not entirely clear what it does. I could use some help testing. So far I've got;
Unworthy: Cancels opponents rituals during the fight
Clan Seer: 5% bonus to Spells
Rough and Ready: 5% increased intrinsics
Strength of Tulkas: 10% increased intrinsics
Leviathan Scales: 5 AC bonus
Blessed: 10% bonus to spells
We need to test each one and clear up the descriptions
How did you get that many?
I'm looking at another page, however you can see them all by selecting the various gods.
Got this one on right now: Rough and Ready: 5% increased intrinsics
Before Ritual
Strength: 20,286,348
Dexterity: 14,153,519
Ritual on
Strength 21,300,665
Dexterity 14,861,194
This one is working :-)
Which one are you unclear on nov? And these 6 should all definitely work.
Nat I think I understand where nov is coming from. We have tested these Rituals already but now that it is open to the rest of CB there are all sorts of things that can happen. Remember we have had instances of things (not) working for some rather than all. Bugs are bound to happen and CBers have a knack for finding/making them.....lol
This is a good enough spot to drop all sorts of info.
Demigod
July 16 2010 8:55 AM EDT
Just to clarify, "intrinsics" refers to HP, STR, and DEX, and "spells" includes all DD spells and enchantments, correct?
intrinsics includes only hp, st and dx not spells
would something affecting intrinsics boost a familiars hp, st & dex as well?
That is a good question, I would think so if it were junctioned.
likewise for dd familiars and their spells. could someone test it with junction and without?
I've redone the descriptions, will post the revised text later today
AdminShade
July 16 2010 10:42 AM EDT
What are rituals?
go the the clan admin page Shade on the bottom you'll see a drop down with a list of gods, and a "follow this god" link, depending on what deity you chose you'll see a list of rituals
Sickone
July 16 2010 3:28 PM EDT
So all durations are a mere 6h ?
That sounds... underwhelming.
Especially considering the clan point costs.
Demigod
July 16 2010 4:00 PM EDT
6 hrs?!
6 hours means you need to have some coordination within the clan to make good use of the rituals unless you don't mind just spamming them. Not all of them last 6 hours though. Scales lasts 24.
ScrObot
July 16 2010 4:16 PM EDT
6 hours is longer than I thought it was going to be, that's a pretty big window for everyone to get on and fight.
Not sure which thread to ask in:
Are Econ clans getting Rituals? Because we have the options, but they are pointless for all of us, at least the ones that are visible to us right now are. I'm fine if we won't get them (I guess, =P ), but if so, is there a way to make them invisible on econ clan pages?
BootyGod
July 16 2010 5:23 PM EDT
6 hours is actually incredibly narrow considering the cost. Right now, getting just 4-5 people on at the same time will be difficult. Clans with 10 people will find it impossible.
Small, there will be econ clan abilities in the future.
Demigod
July 16 2010 7:01 PM EDT
Just to toss this request out there, it would be very nice to make this visible to all clan members, even if the leader is the only one who can purchase rituals.
First, it's early. That means it isn't done. That means there's going to be a lot of flux in how things work.
That happens to be one thing I had hoped we would have ready before it was released.
Narrow? Really?
How long does xp time last. Is that narrow?
Sickone
July 16 2010 8:15 PM EDT
How long does xp time last. Is that narrow?
Same 6 hours, and yes, it is very narrow for my tastes.
It occasionally happens to me to miss it entirely, and more othen than not, I don't get to spend too many BA during it (other than the daily purchases, that is).
/shrug
XP and Money time have always been that length. You plan around it. That the Rituals mostly have the same length don't surprise me.
Sickone
July 17 2010 4:50 AM EDT
Except that money and XP time have not only a fixed duration, but are also a fixed in time, always start at a well-known moment and stop at a well-known moment. Rituals however start whenever the clan leader manually starts them, which makes them even harder to plan for, and quite horrible for people in different time zones.
Wraithlin
July 17 2010 4:52 AM EDT
most people plan on playing during the time of the wacky bonus times, so those would be perfect for rituals times as well.
most people plan on playing during the time of the wacky bonus times, so those would be perfect for rituals times as well.
Exactly. ;)
Strength of Tulkas: 10% increased intrinsics is pass on to my junctioned Hal!
Unworthy: Cancels opponents rituals during the fight
Used this one for Big Exp Time but I cannot tell if it is working or not. There is nothing indicating that it is Defying or Canceling another God's Ritual. *Shrugs*
added displaying pre-fight to the todo list
From: Thaddeus Van Haven (4:41 PM EDT) all i can say is if right now you have it on, i fought you and i did not get my ritual that is active. it works its just not displayed, which would be nice if it was for clarity. "I happen to Agree with this. It would be a cool thing to add in that maybe a Opposing God's Ritual was Foiled, Thwarted or Unsuccessful. Right now nothing is showing up :-/"
Ugg....I was soooo late on that one.......lol
any one have details on the new ritual?
Nat - what's the one thing you wanted ready before we released?
Anyone having any particular success with any of these? We've tried a couple and gotten no reports of notable improvement to fightlists or defense. Is everybody using Unworthy?
The draws you saw against me the other day were caused by one of them...
I noticed fightlist improvements, but I tend to only turn them on or off for testing, since I'm not JS. It does kind of put my own clan at a disadvantage in that respect, since I keep messing with our stats (sorry guys).
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